STRAY
User Interface
In 2021, Annapurna Interactive and Bluetwelve approached me as Stray neared the end of development. Most of the game’s world was already defined, but the UI for the cat's companion drone, the player's primary point of interaction, needed a major overhaul.
I identified the accessibility gaps, then presented a range of concepts grounded in Stray's visual language: analog technology, friendly robots, and an overgrown cyberpunk ruin inspired by the Kowloon Walled City. The result felt friendlier to use and more native to the world around it.
I identified the accessibility gaps, then presented a range of concepts grounded in Stray's visual language: analog technology, friendly robots, and an overgrown cyberpunk ruin inspired by the Kowloon Walled City. The result felt friendlier to use and more native to the world around it.
The game became an indie phenomenon, selling 2.5M+ copies in its first month and earning nominations and awards for Best Visual Design, Best Art Direction, and Game of the Year from BAFTA, GDCA, and The Game Awards. A feature film is now in development.