Ratchet & Clank: Before the Nexus
This project was an infinite runner mobile game for the Ratchet & Clank franchise, released on Android and iOS. As the lead artist, I was responsible for the visual direction and the creation of UX assets showcased below. The design language was based on the parent console title, so maintaining consistency and visual standards across both products was a top priority. In-house playtesting guided iteration on design, playability, and functionality throughout development.
Ratchet & Clank: Project Overview
My Role:
Lead Artist
Team:
Team Size:
Varied 12-18
Duration:
4 months
Deliverables:
Flow Charts, Wireframes, Play Testing Results, Iconography, HUD, Textures, Final UI Design, Reviews
Process:
Discovery
Research
Evaluation of product
Technical limitations
Technical requirements
Define
Flow diagram
Ideate
Sketches
Wireframes
Brainstorming
Play testing
Game mechanics
Design
Final Design & Launch
Iconography
Layout
Visual design consistency
Texture flats
UI review of levels
Tools:






Ratchet & Clank: User Flow Chart
Impact:
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By redesigning the texture pipeline and collaborating closely with programmers, I optimized texture bandwidth and improved team clarity, transforming a previously confusing process into a scalable, artist-friendly system.
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Play testing performance challenges (character speed, obstacle density, and frame rate) were resolved resolved through iteration and optimization, directly improving playability and pacing.
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Despite the compressed schedule, I ensured the mobile UI remained visually aligned with the console version, delivering a cohesive experience within the project’s technical and time constraints.
Challenges:
The biggest challenge was the short time frame, resulting in minimal time being spent on the UI. Even though we had to match the parent console version, we still we not able to extensively flush out the UI workflow.
Accomplishments:
I resolved the texture usage limitations by researching and collaborating with programmers to understand the technical constraints and available texture bandwidth.
I implemented a new system using one 4096 flat per level and a shared 2048 persistent texture flat for the entire game, which housed characters, collectibles, and other global assets.
This structure allowed all level designers to access and contribute to a centralized texture sheet, while I maintained and organized each flat to accommodate future additions.
The new process not only streamlined production but also gave the artists greater confidence and clarity, replacing what had previously been a confusing and inefficient workflow.
What didn't work:
Some of the major issues uncovered during play testing involved the character’s movement speed, the density and amount of obstacles, and inconsistent frame rates across levels.

Ratchet & Clank: Wireframes






Wireframes were created to explore the designs and then applied as a base for a user flow chart. The wireframes went through multiple iterations and the final direction can be seen below. Multiple playtesting sessions were conducted over the coarse of the development, results were discussed, solutions were explored and then retested.

Ratchet & Clank: Play Testing
Typical Questions asked:
1. Did you feel any weapon was over powering
2. How was the speed
3. How did you feel about the look of the levels
4. Did you know what to do
5. Was anything confusing
6. Did you know how to use the controls
7. Were you able to learn how to play quickly
8. What did you like
9. What would you do different
10. What were your thoughts about the game
11. What were your thoughts about the game play
12. Was there enough time to complete the task
13. What is the objective of the game
15. Is there any information that would have been useful to you before starting
17. Was it fun
Weapon Specific Solutions:
Tapping on the enemy to kill it was only major visual issue not solved. Since the users interaction to shoot the enemy was to tap on them, their hand and fingers would sometimes block their view. One reason this wasn’t fixed, was due to the fact that many users used both thumbs to tap the enemies which allowed for visibility in the middle of the screen if they chose the thumb that correlated to the side the enemy was on. Another reason was that the users didn’t express much feedback about it being a big problem.
Testing:
Testing was done using various target devices to check adaptive and responsive breakpoints and design were successful.
Types of Issues and Solutions:
Issue:
At first the combination of jumping and shooting enemies resulted in complaints of it being too hard.
Solution:
These two actions (jumping & shooting) were divided into separate phases of game play. A level focusing on the rails with jumping obstacles and an enemy level on the ground (off rails) with a focus on battles. This made the game even better with 3 total phases of gameplay evolving from this issue for the users to interact with. Phase one was obstacles and maneuvering. Phase two was enemy battles. Phase three was the boss battles. These phases were separated with a transition tunnel between them to give the player time to prepare for the next level and for the game to have time to load the next level.
Issue:
The speed of the game was problematic.
Solution:
We ultimately reduced the character’s speed and increased the spacing between obstacles and jumps, iterating until the gameplay balance felt smooth and responsive. The final playtest received positive feedback, with players noting that the new pacing struck the right balance between challenge and fun.
Ratchet & Clank: Iconography
Issue:
Friction with shooting during boss battles. Aiming and shooting caused players fingers to cover part of the game play.
Solution:
We ended up providing the player with 2 options. The original design with a tap enemy to target and shoot, and an auto fire option where the player moved a cursor with a stick button and it would auto fire.
Some of the icons required for the game were needed for new weapons, skill points, achievements, gadgets and more. A few of the icon designs can bee seen below along with their location in the UI.
Ratchet & Clank: Iconography, UI & Final Design

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Rail challenges offered 3 rails in an urban environment with obstacles the player needed to avoid while collecting assets.
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Transition tunnels went to one rail so the player could collect more assets and take a brake before the next level encounter.
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Enemy Battles landed the player on solid ground in an outdoor environment with 3 paths to transverse while focusing on attacking the enemies and avoiding some obstacles.
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Boss Battles also offered player a ground experience but with 3 lanes in an arena type environment.
Some of the icons required for the game were needed for new weapons, skill points, achievements, gadgets and more. A few of the icon designs can bee seen below along with their location in the UI.
The overall look of the levels was geared towards making sure the players at a quick glance knew what to expect as they entered each level. By implementing a specific theme and color scheme, a visual distinction was achieved.
