From time to time I’ll get the question, “so what do you do?” In case you’re not aware, reader, I work as an Interface Artist in the video game industry. Unless you’ve worked for a game developer, that probably gives no indication to what I actually do. Sometimes, when I say I work in video games, there’s an impression that all I do is play games for money, and that couldn’t be further from the truth. I’ll try to explain.

Every video game since the beginning of video gaming has had a graphical user interface of some sort. Even Pong, that classic Atari game of “tennis”, had a score displayed on the screen. Since then, user interfaces for games have generally become a lot more complicated - prompts to press buttons, menus to select what type of game you want to play, a choice of characters you wish to use when playing - and with the advances in graphical capabilities, these interfaces have become colourful and animated and usually strive to present all this information in a certain art style.
So, as an Interface Artist, I’m responsible for creating an art style and laying out the button prompts, menu choices, and character selection in a visually appealing way. This means choosing typefaces and giving even the most widely accepted parts of a user interface (buttons, scrollbars, and text areas) decoration so that it “fits” with the game itself.
Take for instance a hockey video game. While one could make the interface in shades of purple with flowers and faeries, that really doesn’t give the “feel” of hockey. When I worked at Electronic Arts, one of the titles I developed an interface for was their NHL hockey game. Below you can see what was chosen by my development overlords at the time as a style that lent itself to the game.

Beyond the menus and buttons (which is commonly referred to as a game’s “front end”), there’s also the information displayed when you’re actually playing a game. Again, if you recall Pong, the score was displayed on-screen while you played. This information is a Heads-Up Display, terminology taken from the military’s use of graphics in targeting systems. We’ve all seen footage of bombs being dropped remotely, with a crosshair and elevation lines floating above a radar image of some poor unsuspecting Muslim shantytown dangerous weapons storage facility - those graphics are the HUD. If we think again of a hockey video game, that game’s HUD would give us information about the score, which player you’re controlling, the penalty being assessed, and so on. Designing the HUD for a game is also one of my responsibilities, and easily one of the most challenging. Generally, designing a HUD has to balance displaying information to the user in an understandable way without distracting from what the user is actually doing; if you’re playing a hockey game, you don’t want the score display to be the focal point of the screen.
The third part of What I Do is also trying to satisfy roughly half a dozen people’s subjective whims. If that sounds jaded, it’s not by accident. The largest problem of choosing typefaces and colours and button styles is that people in senior roles usually have different ideas of what those should look like. It’s a sad and true joke among Interface Designers that EA executives have seen some very aesthetically pleasing and artistic front ends and declared that they don’t like the colour green, or that a typeface looks too squished, or express something else subjective. And usually when the top execs express something they have no business commenting on, the yes men under them will insist the design be changed to appease those above them. When it happens - and while rare, it does happen - it is easily the most deflating thing for an Interface Designer to accommodate. In any case, there are usually five or six senior people on a project who will want to express their likes and dislikes about fonts or colours or shapes, putting me in a position to defend my choices. It is my least favourite part of my job when it’s a constant uphill battle to convince others that what I’ve done is the right choice.
Hopefully that sheds some light on What I Do. There’s more to it than what I’ve described, but I think I’ve hit on the main points.