HADES II

Winner of Best Action Game (Game Awards 2025) and Best Game on Steam Deck (Steam Awards 2025)

UI Illustrator (Contract), Supergiant Games (Hades II)
March 2023 - March 2026

OVERVIEW

What is Hades II? Hades II is Supergiant’s first sequel, an ambitious project following the story of Melinoë in her quest to take on time and avenge her family. An expansive rogue-like dungeon crawler harnessing dark sorceries and the power of the Greek pantheon, players can uncover a deep and mythical world steeped in difficult but rewarding trials and a richly dynamic story.

I had the wonderful opportunity to work alongside the creators of the creatively inspiring Bastion, Transistor, Pyre, and Hades. Collaborating closely with Art Director Jen Zee and Lead Engineer Gavin Simon, as well as select other members of their fully remote team, I helped bring the game to its Early Access launch and up through to its full release to PC and several consoles, adapting and aligning several evolving views, icons, and other various user interface needs to the team’s creative vision.

Tools: In-house engine (Lua, C/C++), Sketch, Adobe Creative Suite, Perforce, Basecamp, Slack

AVAILABLE ON : STEAM | XBOX | PLAYSTATION | SWITCH

 
 

THINKING ABOUT INVENTORY

Hades II had the unique privilege of being Supergiant's first game with a proper inventory system. As a result, Inventory and other related screens came with unique challenges, such as how this view should present itself to the player while they managed hundreds of items.

I was brought on when the game was functional but at a fairly early stage in terms of visuals and menus. The art direction had been defined, but was still heavily in flux. Inventory was first presented to me as a crude greybox that loosely outlined potential item categories, a moon phase indicator (gameplay mechanic that influenced the nature of a run), a space for item descriptions, and tons of placeholders.

Inspired by Mel's purple fanny pack, I presented the team with a series of rough sketches exploring various layouts and appearances that would hopefully balance between a smooth browsing experience and a thematic one. After several rounds of feedback identifying what we thought worked and didn't work, I worked to refine and componentize the view and all its individual moving parts, bringing it to its fully illustrated and implemented state.

As the oldest view that I worked on, this would go on to flavor the other UI screens that I would make.

 
 
 
 
 

DESIGNING THE MARKET

The Market was another screen that needed to exist because of the Inventory, where players could manage their hoard by purchasing and selling items for in-game currencies.

This was another screen I brought to a higher fidelity from its original greybox state, creating multiple potential layouts that I thought suited the Market. These drafts that I created had more structural proposals, aiming to improve information hierarchy, add color language, and indicate where interactable and non-interactable elements should go.

The final illustration and accompanying assets were fleshed out from the layout that game designers and the art director best thought balanced gameplay and world building. With the Broker watching his wares on the right, the Market’s color scheme and relevant elements change to reflect if the player was in a buying (green) or selling (purple) state. Players are able to track items they needed, see how much existing inventory they have for a specific item, and get a small indicator if an item was no longer quest-relevant and safe to sell.

All visuals featured here were created and implemented by me using Photoshop and Supergiant’s own engine (C++), which we source controlled with Perforce. The layered visuals were then animated by our team’s motion designer, giving the screen its final touches.

 
 
 
 
 

SELECT SCREENS

Player inventory was just the start. Hades II has a vast variety of menus that needed to be pushed to a higher fidelity, all with their own specific lists of different properties and asks. Like Inventory, the following screens sere some of the many views I helped give identity to, from early drafts based on user experience explorations and product expectations all the way to player-facing full illustrations. With feedback from my art director, I owned creation, export, and implementation of the many moving parts that make up each screen. Several of these views were also adjusted multiple times over the course of Early Access in responsive to weekly player feedback, which I also helped handle.

The creation of all these screens were a massive team effort - in addition to Jen and Gavin, I worked alongside other members of the team like Caleb Cornett (Gameplay Engineer), Greg Kasavin (Creative Director, Writer), Dexter Friedman (Platforms Engineer), and Elle Hanson (UI Animator). Together, we squashed bugs, checked lore implications, fine-tuned designs, and determined how these screens would eventually move and become an immersive part of the greater game.

 
 

SELECT ICONS & SPOT ILLUSTRATIONS

 

With this game being double the size of the original Hades with significantly more to do, there were massive icon asks that accompanied each new view and feature that I made it my main goal to tackle. This involved creating new icon sets consisting of hundreds of new, bespoke assets, in addition to revisiting old icons that needed a fresh coat of paint for this improved version of the game.

 
 

As the game was in Early Access for two years before its official release, many icons made their debut and were adjusted over the course of this time. Icons would often shift in identity or require an asset before it had one, so creating "usable placeholders" was necessary in addition to shippable work. I would perform regular icon audits weekly for sets such as ability icons to make sure they were consistent with game design changes, in addition to regular combing and replacing placeholders in the code. By the end of this contract, I was deeply familiar with the game's many folders and code calls for icons, big and small.

Animation credit: Elle Hanson

Concept sketches and final illustrations for individual inventory items.

Sketch and refinement of Dream Vapors item.

 
 
 

MORE WORK COMING SOON...