Harry Potter: Quidditch Champions
Scoreboard explorations

Scoreboard explorations

The trick was trying to figure out if the shape and size would read against the environment

The trick was trying to figure out if the shape and size would read against the environment

Trying to get the team color to read in the scoreboard

Trying to get the team color to read in the scoreboard

Trying the pendant shape as a possible scoreboard shape

Trying the pendant shape as a possible scoreboard shape

Using factions to see if that was a better way to present the scoreboard

Using factions to see if that was a better way to present the scoreboard

Trying both faction, color, and quidditch rings for a possible scoreboard look

Trying both faction, color, and quidditch rings for a possible scoreboard look

Here I am testing all of the HUD elements against a colorful background. Environments are very important in this game and the HUD had to read well.

Here I am testing all of the HUD elements against a colorful background. Environments are very important in this game and the HUD had to read well.

During my time at Unbroken Studios, I worked on Harry Potter’s Quidditch Champions as an interface designer. At the very early stages of development, I had a short window to explore ideas for the game’s interface. The project was in its infancy, with just one environment, a character on a broomstick, and the flying mechanics in place. My main focus during this phase was to experiment with initial HUD elements, such as the scoreboard, boost indicators, and other key information needed during matches.

Since I left the company before the interface moved into deeper development, much of my work remained in the “first-pass” stage. The game continued production for another 3–4 years before the final version was released. I think the team did an amazing job refining the interface into something polished and perfectly aligned with the Harry Potter universe.

Even though the final interface isn’t mine, I like to think that my initial explorations helped set the foundation for the team to refine and elevate it. In game development, projects often evolve over long periods, and it’s common for designs to change or take a different direction. It’s important to remember that no work is ever wasted—you learn from every project, whether it’s completed, published, or not. That’s the nature of game development.

Looking back at my work now, there are so many things I would approach differently or improve. I also find inspiration in beautifully crafted interfaces like the one in Hogwarts Legacy, which is a stunning example of polished design. That’s why I wanted to share some behind-the-scenes insights and early explorations—it’s a reminder that every great interface starts somewhere. I hope upcoming interface designers can take away that it takes time, iteration, and persistence to craft an interface that truly resonates with players.