
U4iA was a wonderful but short lived studio that was way ahead of it's time focused on making a free-to-play web based FPS, and several mobile games. I was brought on to head up the art and design of the mobile games and then hopped on the FPS to help with the larger title.
U4iA was a wonderful but short lived studio that was way ahead of it's time focused on making a free-to-play web based FPS, and several mobile games. I was brought on to head up the art and design of the mobile games and then hopped on the FPS to help with the larger title.
U4iA was a wonderful but short lived studio that was way ahead of it's time focused on making a free-to-play web based FPS, and several mobile games. I was brought on to head up the art and design of the mobile games and then hopped on the FPS to help with the larger title.
Mobile Game Direction
UX Design
UI Design
Graphic Design
Iconography
Concept Design



Offensive Combat was a free-to-play web browser based customizable multiplayer FPS that allowed players from all over to come together and dance on the graves of their friends… 5 years before Fortnite was released! I designed the HUD, the weapon tree, menu features, callouts, and the iconography used throughout. Due to the game's unique nature it was in a constant state of A/B testing, which called for constant changes. So organization was key to staying efficient and cohesive.
Offensive Combat was a free-to-play web browser based customizable multiplayer FPS that allowed players from all over to come together and dance on the graves of their friends… 5 years before Fortnite was released! I designed the HUD, the weapon tree, menu features, callouts, and the iconography used throughout. Due to the game's unique nature it was in a constant state of A/B testing, which called for constant changes. So organization was key to staying efficient and cohesive.
Offensive Combat was a free-to-play web browser based customizable multiplayer FPS that allowed players from all over to come together and dance on the graves of their friends… 5 years before Fortnite was released! I designed the HUD, the weapon tree, menu features, callouts, and the iconography used throughout. Due to the game's unique nature it was in a constant state of A/B testing, which called for constant changes. So organization was key to staying efficient and cohesive.





Weapons Tree & Shop Splash
Weapons Tree & Shop Splash
Weapons Tree & Shop Splash







Crafting Station & Match End
Crafting Station & Match End
Crafting Station & Match End







Icons & Callouts
Icons & Callouts
Icons & Callouts







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