E-sports graphics offered a rare design challenge: to make fast, chaotic games legible, stylish, and modular — often with limited infrastructure and even less time. We created multiple tournament graphics for a BMW-sponsored esports event in Dubai, with each package tailored to match the style and pace of its game.
DOTA 2: Legends, Lag, and Layout Hacks
The production setup was minimal — no plugins, no text auto-resizing, no broadcast gear. Just a laptop, a tight turnaround, and a file called *final_FINAL_forReal.psd*.
Designing for Dota meant capturing the game’s epic scale while making sure the player cams didn’t reveal just how little sunlight some MVPs had seen.
Yes, I played the game. For research. And maybe to figure out why someone named “xx_RoshanEater69” was genuinely impossible to kill.
FIFA 20: A Flag, A Framework, A Tournament
For FIFA 20, we built a flexible design system anchored around a stylized flag that incorporated BMW branding and stars from the tournament logo. The flag’s subtle wave motion served as a looping background - lightweight enough to run smoothly on the client’s system, while adding depth and motion to otherwise static screens.
BRAWLHALLA: 2D Mayhem, Zero Gravity, Full Send
Brawlhalla looked like it was drawn with crayons by caffeinated Viking children — and I mean that as a compliment. It’s fast, ridiculous, and allergic to realism.
My job was to bring some structure to that chaos: stat cards, character windows, and screen transitions that could survive mid-air battles, lava pits, and a panda uppercut.
Everything had to be lightweight, punchy, and visually loud — but still modular enough to scale across match graphics and player profiles. Gravity was optional. Clarity was not.
OVERWATCH: Precision, Payloads, and Publisher Approvals
For this Overwatch tournament package, every screen - from match graphics to presenter frames to brackets, had to be sent to Blizzard for sign-off. That meant more than just getting the colors right. It meant aligning with Overwatch’s layered, cinematic style while building assets that could run smoothly on limited hardware.
It’s not every day you get to send your work to Blizzard and have it come back with “Approved.” That alone felt like unlocking an achievement.
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