WANG LU · PORTFOLIO & RÉSUMÉ — ISSUE Nº 01

Point, line, plane,
shaped into an interface.

Ten years in game UI — measured by restraint, weighted by texture; growing references into interfaces that serve their function, exactly.

VIEW WORK CONTACT ME
I — PROFILE
PORTRAIT / PHOTO (OPTIONAL)

Wang Lu

Game UI Designer · A Decade In

Trained in advertising design, in the game UI field since 2014 — over ten years on this one track. I independently craft detailed interface elements: graphic buttons, logos, backgrounds, full screens.

I specialize in real-material rendering (stone, wood) and form transformation: reshaping a reference shape or pattern into UI that fits the exact functional need.

I keep a steady hand-drawing practice — armor, machinery, figures, master copies. That command of form lets me draw icons and ornamental elements that serve the interface from scratch — form following function, not assembling stock.

My core isn't output speed — it's aesthetic judgment and design principle: restrained, refined, focused on the primary function. Detailed, never busy.

  • 10+ YEARS · GAME UI
  • 20+ PROJECTS · MULTI-STYLE
  • OBSESSION · DETAIL
II — FEATURES

THE FEATURES

Not a pile of assets, but case studies read like features: the result first, then the thinking, then the process. Hover to expand, click to read the full story.

III — THE METHOD

How I Build an Interface

This methodology is what sets me apart from "just making images" — judgment and principle, not output volume.

  1. 01

    Read the real need

    Find the actual problem to solve, not the surface request.

  2. 02

    Find references

    Source same-style game UI, or fitting concept references.

  3. 03

    UI refs: find what can transform

    Spot layout / function / shapes that can be reshaped into the target UI.

  4. 04

    Concept refs: reverse the principle

    Swap elements, reverse-engineer the principle, layout logic and hierarchy, then design from it.

  5. 05

    The throughline: restraint

    Nothing busy — refined, focused on the primary function. The user sees only what I intend.

IV — SKETCHBOOK

The Sketchbook

Not game UI. Daily hand-drawing — armor, machinery, figures, master copies. Drawing form by hand is what makes precise, interface-ready icons possible.

Armor
Armor
Machinery
Machinery
Figure · Dress
Figure · Dress
Texture / FX
Texture / FX
Figure
Figure
Figure · Back
Figure · Back
Portrait
Portrait
Master Copy
Master Copy
V — ENQUIRIES

Let's Talk

Interfaces made with quality, with thinking, and dependable to ship — that's my standard on every project. I care more about the reasoning behind each decision than raw output speed. If that's what you're after, let's talk.

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