ABOUT US
Sprung Studios Ltd was established in 2005 by James Chaytor, initially specialising in interaction design within the corporate sector, before developing into the first creative studio with an international reputation for functional and beautiful UX/UI design for the games industry.
The studios have come a long way since being a handful of people in a loft office near Brighton Station. We continue to maintain our dedication to quality work and pride ourselves on a friendly, creative and collaborative work environment.
Sprung Studios was thrilled to work with the team at Gearbox to craft the Tiny Tina’s Wonderlands fantasy-inspired UI, from HUD updates to spell icons.
Sprung worked closely with 2K to create and implement a new game mode, as well as refine assets and animation for the anticipated WWE 2K22.
Hellbent and Sprung Studios collaborated to solidify VHS ’80s theme through the styling of the UI and various UX optimizations.
Sprung Studios assisted Activision and Sledgehammer games through in-depth UX support and UI styling. Some highlights of our partnership include the work done on the battle pass and clans features.
Sprung worked with the Zenimax team to provide UX, UI and motion design support while also helping craft a new system for the title.
Sprung Studios supported Midwinter Entertainment by providing explorations on UI styling, in-depth UX recommendations and engaging motion design.
For Apex Legends, Sprung assisted in a refresh of the game menus UX/UI, focusing particularly on the Battle Pass, Legends and Loadout screens.
We supported Activision and Treyarch to create the next addition in the fan-favourite Black Ops franchise.
We designed the marketplace to be intuitive for players, while also increasing customer engagement, through clearer player comprehension, improved workflow and easier visualization of purchase methods.
Sprung Studios helped the Call of Duty team optimize their successful venture into the mobile gaming space.
We are thrilled that 2020 marks the 15th Anniversary of Sprung Studios. From humble beginnings in a small office in Brighton, we have transformed into a global company with over 50 employees serving the Games Industry. This is just the beginning…
We helped Infinity Ward to create the first F2P version of the Call of Duty Franchise on console and PC.
One of our areas of focus was the Home and Constellation View. We worked closely with Hardlight to investigate new ideas for how the player would navigate between these two areas.
Sprung Studios worked with Infinity Ward for over 6 months, helping them to refine the user experience of Modern Warfare prior to launch.
EA Games asked Sprung Studios to provide expert review analysis of their mobile sports titles NBA Mobile, Fifa Mobile and Madden Mobile. We were thrilled to consider all the titles together to provide a more cohesive experience for the players.
Vinyard Valley is another successful Jam City game. Sprung Studios came in to provide extensive support on remapping certain UX flows and revisiting some UI design on specific areas of the game.
The Player Module is an important area for players to see their progress and show off their level. Sprung Studios put a lot of effort into ensuring that this module reflected the status of the player.
Bioware partnered with Sprung Studios to provide extensive support for Anthem, which launched in 2019.
Our focus for the UX was to create an engaging menu system that surfaced user-generated content, as well as highlighting the stats and career progression of players.
The two main areas of the menu system that needed particular investigation were the Crafting Trees and Talent areas. We used vertical and horizontal flow and clearly defined menu elements to differentiate each area.
The flows formed a vital part of our initial analysis of the game. With so many complexities within the menu system and play experience, every possible scenario was carefully mapped and calculated.
For Fast and Furious Takedown, we created an interactive prototype with carousel menus, scrolling windows and transitions all included.
Id Software called upon Sprung Studios to help with their development of Quake Champions. As huge fans of the franchise, we were thrilled to be involved.
Sprung Studios worked extensively with EA Games and Lucasfilm to investigate how the Star Wars franchise could be faithfully represented through a complex mobile interface.
With completed wireframes and visual designs, Sprung organized the menu system using the Unreal engine. This enabled Psyops and Illfonic to seamlessly integrate the UMG widgets into their game engine.
Sprung Studios interactive prototypes were so successful with NetherRealm, the team used them for their own in-house testing.
Our bespoke Interactive Prototyping framework brought clarity to the mechanics unique to the game, while also showcasing the exciting celebratory elements that keep the energy and engagement high.
Sprung Studios worked closely with 343 Industries and Creative Assembly to create a number of bold and innovative UX/UI solutions for Halo Wars 2.
Sprung Studios regularly works with Jam City on a number of different titles. For Safari Smash, we provided an expert review to improve overall player experience.
Sprung Studios did an expert review of the popular mobile title War Friends and provided UX and UI solutions to improve the overall player experience.
FIFA invited Sprung Studios to create new concepts for Fifa Ultimate Team. We provided UX solutions and prototypes to stimulate discussion and test out ideas.
Gunjin Games partnered with Sprung Studios to provide a gritty post-apocalyptic take on a racing game. We provided UX and UI solutions that built on the success of other racing games that we had designed, but had a unique style.
Sprung Studios were asked to bring their expertise from the original CSR to provide concepts on how the new game would look. We also worked on various new areas of the game.
Top Eleven was already a hugely successful game when Sprung Studios were asked to show what a ‘clan’ mechanism would look like. We developed the Associations feature and other social features for the game.
Sprung Studios were thrilled to take a franchise that was well known in Asian markets and provide a global UX/UI solution. We took into account key drivers around colour and complexity of information.
We took the existing game and refined the visual style to give it a modern feel as well as revisiting key UX flows to ensure a smooth player experience.
Sprung Studios was called in to help Ubisoft with the 3rd iteration of the popular Draw Race franchise. We provided visual concepts and animation guidelines.
With Sprung Studios understanding of motivation based UX systems, we were able to create an attractive and convenient shop window for the Store, an indispensable feature of the game.
Sprung Studios was thrilled to help Rare celebrate their 30th Anniversary with the launch of Rare Replay. We had great fun creating mini-stories within these stages that alluded to these classic games.
Sprung Studios main consideration was creating an icon set with a visual style that was in keeping with such a well-known brand as Just Cause.
Sprung created a visual design based on stickers and a series of scenarios that used paper metaphors for headlines and achievements.
In 2015 we celebrated our 10th Anniversary, with a booth at the Develop conference and a very messy party or two!
The team at Mind Candy were delighted with our ability to remain loyal to the concept art, while creating a scalable, fully functioning UX/UI solution.
Sprung Studios worked closely with the Futurlab team on Velocity 2X to design a style that reflected the brand and the logo, which we helped to create.
Sprung worked on a menu system that would work for keyboard/mouse and controller and stacked from the left to give the player a clear path through the information.
Sprung Studios have a long history of creating accessible design. In this case, we wanted to create a colour match game that colour blind players could play.
Sprung Studios were called in to consult on key areas of the crafting mechanic and other F2P features.
Sprung considered extending the longevity of the player’s engagement with the game at the start and built the decisions made for the UX/UI system with this in mind.
Sprung Studios was created by James Chaytor in 2005, initially focussed on providing solutions for clients such as Orange, Vodafone and Thomson Reuters on smartphones, tablets and smart TV. In 2009, we became the first UX/UI design external partner for the games industry and have never looked back…
OUR STUDIOS
With studios in the UK and Canada, we have experts connected 24 hours a day meaning we can work with companies in any time zone.
We could tell you more about our spontaneous mario-kart competitions, or our adorable office dogs Kiki and Olive, but we thought you’d rather hear about our people and culture from our employees directly. Click on the articles below to read employee stories, and other news from around our offices!
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