Total War: Arena

Art direction for a live-service multiplayer strategy game focused on battlefield readability, spectator clarity, and long-term visual sustainability within the Total War universe.

00

challenge

As the game evolved, visual inconsistencies across UI, units, and battlefield feedback made it harder for players to quickly understand combat states and make informed decisions. The challenge was to improve clarity while supporting a live product that continued to grow in complexity over time.

solution

The solution focused on building consistent visual systems that improved readability and could scale across the game’s ongoing development. - Established a clear visual hierarchy across UI, units, and battlefield elements - Simplified and unified iconography, colour, and feedback systems - Improved readability of units, formations, and combat interactions - Aligned visual direction closely with gameplay and design needs - Built scalable systems to support new features, factions, and long-term updates

Evolving Total War’s visual language to support competitive multiplayer, changing markets, and long-term live-service development.

Total War: Arena represented a major shift for the franchise, focusing entirely on multiplayer battles where ten players faced off against ten opponents in tactical engagements. Each player controlled three units under the command of a historical general, requiring the battlefield to communicate gameplay information quickly and clearly while still preserving the scale and authenticity associated with Total War.

As development progressed across multiple publishing partners, the direction of the game continued to evolve. This required the visual identity to adapt to different audiences and expectations, shifting toward a more readable, accessible, and competitive experience while maintaining the core DNA of the franchise.

Working with an established engine and legacy assets, much of the visual improvement came through refining materials, lighting, environment composition, and effects. These changes helped modernise the game while staying within technical constraints.

The final result was a battlefield that felt recognisably Total War, but was clearer, more readable, and better suited to competitive multiplayer and spectator play.

Impact

  • Shifted the visual direction to support a competitive multiplayer audience and evolving market expectations

  • Improved battlefield readability for both players and spectators in large scale engagements

  • Established a visual language that supported multiple publishers and regional audiences

  • Elevated visual quality within the constraints of an older engine and legacy assets

  • Enabled the game to scale as a live-service experience with ongoing content updates

year

2013-2019

Team Size

15+ Artists

tools

Proprietary Engine

category

Professional Work

01

This early in game front end explored a cinematic, character led approach. While visually strong, it lacked the clarity, hierarchy, and usability needed to support player decision making.

02

Character and ability screens were visually noisy and disconnected, making progression and role understanding less intuitive.

03

The updated direction introduced stronger hierarchy, clearer focus, and better integration between character, UI, and environment.

04

Unit screens were redesigned to balance spectacle and clarity, allowing players to quickly understand stats, abilities, and battlefield role.

05

Progression systems were restructured with clearer hierarchy and flow, helping players understand upgrade paths and long term decisions.

06

Battle readability improvements focused on clearer unit markers, colour separation, and reducing visual noise in large scale engagements.

07

Map presentation was refined to improve tactical awareness, allowing players to better understand positioning, routes, and team coordination.

get in touch

Currently open to new opportunities and collaborations.

If you'd like to discuss a role, project, or collaboration, feel free to get in touch.

get in touch

Currently open to new opportunities and collaborations.

If you'd like to discuss a role, project, or collaboration, feel free to get in touch.