info@cgbot.com.mx

Austin, TX  ·  Monterrey, MX

Pods · Pod 01

From wireframe to in-engine, one team.

Most studios split interface work across a designer, an artist and an engineer who never share a stand-up. The result is menus that look great in Figma and fall apart at 30 frames on a Switch. The UI/UX pod keeps the whole chain on one squad, so the person who drew the flow is in the room when it's implemented.

  • UX Lead
  • UI Artist
  • Motion Designer
  • UI Engineer
  • Producer

What the pod owns

  • Player-facing HUD and in-game menus
  • Front-end, lobbies, store and progression screens
  • Onboarding and first-time-user flow
  • Accessibility pass and localization-safe layouts
  • In-engine implementation and polish
EA Sports FC 25UI implementation as key UI development partner, plus stadium modeling, propout, lighting and optimization.
Madden NFL 24UI, uniforms, apparel and full stadiums. Key UI development partner.
Borderlands 3, 4 & Tiny Tina's WonderlandsUI design, UI optimization and porting.
Team
3 to 6 people: UX lead, UI artist, motion designer, UI engineer, producer.
Ramp-up
About two weeks from kickoff to first in-engine check-in.
Engagement
Typically 3 to 12 months. Scales up for launch, down for maintenance.
Engines
Unreal (UMG, Slate), Unity (UI Toolkit, uGUI), Frostbite and proprietary engines.
Design tools
Figma, After Effects, your design system if you have one, ours if you don't.
Platforms
Console, PC, mobile and VR, with input, safe-zone and text-scaling rules for each.

How the UI/UX Pod runs

  1. Audit and UX map

    We play the build, chart every screen and state, and agree on what "done" means: which flows, which platforms, which frame budget.

  2. Wireframes and flow

    Low-fidelity screens in Figma with input maps for pad, keyboard and touch. Reviewed with your design director weekly.

  3. Visual language

    Type, color, iconography and a component library that fit the game's art direction and survive localization into German and Japanese.

  4. Motion and prototype

    Transitions and feedback designed in After Effects, then prototyped so the feel is settled before engineering time is spent.

  5. In-engine implementation

    Our UI engineer builds it in your engine, in your repo, against your data. Widgets are yours to keep, documented and reusable.

  6. Polish, accessibility, loc QA

    Text scaling, colorblind modes, controller remapping, and layout checks in every shipped language before it goes to cert.

All pods

Tell us the slice. We'll name the team.

A few lines about the piece you need built. You'll hear back from a person with a proposed roster.

Scope this pod

or write to us directly: info@cgbot.com.mx