Chapter 4: UI Hooks (Portraits, Icons) & Foley Motifs
Created by Sarah Choi (prompt writer using ChatGPT)
UI Hooks (Portraits, Icons) & Foley Motifs for Costume Concept Artists
Costumes don’t live only on the character model. In a shipped game, they are constantly re‑framed, abstracted, and quoted in the UI and audio: character select portraits, HUD icons, inventory tiles, ability buttons, loading screens, match intros, hit reactions, and foley layers. As a costume concept artist, you’re not just designing something that looks great in a turnaround—you’re designing a visual and sonic identity system that other disciplines can hook into.
This article explores how to think about UI hooks (portraits, icons, HUD elements) and foley motifs (signature sounds tied to materials and motion) so that your costumes stay readable, memorable, and expressive across the whole player experience. We’ll focus on collaboration with Character Art, Rigging, Tech Art, Animation, Narrative, UI, and Audio, through the lenses of metrics, motion, story, and interaction.
We’ll talk equally to:
- Concept‑side costume artists (exploring options, blue‑sky, early styleframes), and
- Production‑side costume artists (locking designs, making callouts, supporting outsource, solving edge cases).
1. Why UI Hooks & Foley Motifs Matter for Costumes
1.1 The costume as a cross‑medium identity system
In game production, a costume is not just a jacket and boots—it’s:
- A minimap icon color,
- A character portrait background,
- A rarity frame silhouette,
- A weapon ability glyph,
- And even the sound of buckles, fabric, metal and magic when the character moves.
If those surfaces don’t feel coherent, the costume will feel “off brand,” even if the model itself is beautifully painted. UI and Audio teams are always searching for strong, simple motifs that can be reused and stylized. Your costume can either give them those hooks on purpose—or force them to improvise.
1.2 Metrics, motion, story, interaction as your alignment compass
To keep your design grounded across teams, repeatedly check your choices against four questions:
- Metrics – What must be readable at a glance in a 64×64 icon? In a 128×128 portrait? What color/value/shape is doing that job?
- Motion – What parts of the costume move in a distinctive way that can inspire animation and foley (pendulums, chains, fringe, capes, glowing tubes)?
- Story – What is the costume about? What is the 1–3 word thesis (“Vengeful Priest,” “Storm Scholar,” “Street Acrobat”)? How do UI icons and sounds echo that thesis?
- Interaction – Where does the player encounter this costume (HUD, inventory, killcam, matchmaking, level‑up)? How can those touch points reuse the same motifs instead of inventing new ones every time?
Once you start thinking in those terms, you naturally begin designing costumes as modular motif kits for other disciplines.
2. Reading the Game’s UI & Audio Language Before You Design
Before painting a single coat, you should understand the visual and sonic grammar of the project.
2.1 UI language: shape, color, hierarchy
Study the current UI and HUD in detail:
- Frames & badges – How does the game show rarity, class, faction, or power level in UI elements?
- Icon silhouette language – Are ability icons bold and flat, or painterly and detailed? Do they lean on circles, diamonds, hexagons?
- Color keying – Which colors are reserved for health, shields, danger, interactable objects, and which are open for character identity?
- Typography & ornament – Are UI frames minimal and sans‑serif, or ornate with filigree and inlays?
As a costume artist, you want to avoid stepping on reserved UI colors (e.g., don’t make your healer’s main costume color identical to the global “enemy” red) and instead identify unused lanes your costume can occupy.
2.2 Audio language: materials, magic, and motion
Listen critically to:
- Footstep sets – How does leather vs metal vs cloth sound in the game?
- Weapon and ability sounds – Are magic spells airy and glassy, or crunchy and granular? How are buffs/debuffs distinguished?
- UI interaction sounds – What are the “click,” “hover,” “confirm,” and “error” tones? Are they organic, digital, musical?
Look for patterns like:
- Metal = bright, high‑frequency “ping” and “ring,”
- Heavy armor = low‑frequency “clank,”
- Sacred magic = choir‑like or bell timbres,
- Tech magic = glitches, beeps, synthetic arpeggios.
These patterns help you propose foley motifs that feel like siblings of the existing palette, instead of inventing a totally new sonic world.
3. Designing Costumes with UI Hooks in Mind from Day One
3.1 Think in portrait crops and icon silhouettes early
When thumbnailing costumes, don’t only draw full‑body poses. Also explore:
- Head‑and‑shoulders crops for character select portraits.
- Icon crops at various resolutions (e.g., 64×64, 96×96, 128×128) to see what remains readable.
Ask yourself:
- If I crop this character at the collarbone up, what instantly tells me who it is? Hair shape? Headgear? A glowing gem at the throat?
- If I reduce this design to two‑value black and white, what shape is left? Can that shape become a class or ability icon?
A good practice is to include a small “UI strip” in your costume pages:
- A 1–2 cm tall row of tiny monochrome silhouettes,
- A 1–2 cm tall row of colored portrait thumbnails.
This helps UI partners evaluate at a glance whether your costume plays nicely with their constraints.
3.2 Establish a “portrait hook” for every costume variant
Every major costume variant (base, epic skin, seasonal variant) should have at least one portrait hook:
- A bold headgear or crown shape,
- An asymmetrical shoulder silhouette (e.g., a single pauldron),
- A neckline artifact (amulet, scarf knot, holographic badge),
- A distinctive hair + accessory combo.
Criteria for a strong hook:
- Recognizable at icon size, even when detail collapses.
- Stable across motion – it’s visible even when the character nods or turns.
- Compatible with UI frames – it doesn’t get completely hidden behind portrait borders or rarity crowns.
Concept‑side artists: treat the hook as one of your main exploration axes. Production‑side artists: protect this hook as you refine detail—avoid “polishing it away.”
3.3 Color coding that survives abstraction
UI and VFX teams often convert your costume colors into flat shapes in icons and portraits. For that to work:
- Choose 1–2 accent colors that can become solid flats in UI.
- Keep those accents localized to the hook zone (e.g., the gem on the chest, the stripe on the cape collar) so they can be sampled easily.
- Avoid over‑complicating the accent distribution—if the entire costume is rainbow, no single shade will emerge as the “identity color.”
Think in terms of color lanes:
- Lane A: Global UI color for support/healing (mint, teal, gold).
- Lane B: Costume accent that echoes Lane A, but maybe shifted slightly in saturation or value.
You want your costume’s accent color to be instantly associable with its class or role when seen in a portrait border, spell icon, or minimap blip.
4. Turning Costume Motifs into Icon Systems
4.1 Extracting icon “atoms” from your costume design
When you look at your costume, ask: if I had to explain this character entirely with symbolic icons, what shapes and motifs would I use?
Examples:
- A storm mage with braided cables, lightning motifs, and a circular chest reactor → icon atoms: bolt, braid, ring, charge bar.
- A woodland ranger with layered leaves, feathers, and knotwork → icon atoms: leaf, feather, knot, antler.
- A cyber‑assassin with hex grids, cloaked hood, and triangular armor plates → icon atoms: triangle, hex pattern, visor slit.
Once identified, those atoms can be recombined into:
- Ability icons (e.g., bolt + ring = charged shot, leaf + knot = entangling root).
- Inventory icons (e.g., feather badge for agility boosts).
- Crafting icons (e.g., knot motif for crafted gear from this faction).
You don’t have to design the icons yourself, but you can hand UI a motif sheet that makes their job easier and keeps everything on‑brand.
4.2 Icon clarity passes in collaboration with UI
Offer to do a clarity pass with UI:
- Take your motif sheet and mock up 4–8 grayscale icons.
- Test them at in‑game size over a mid‑value background.
- Use just 2–3 values (black, mid, white) to simulate worst‑case readability.
Ask UI for feedback:
- Which motifs read clearly? Which are noisy?
- Are any silhouettes too similar to existing icons (risk of confusion)?
- Does your costume introduce new shapes that help differentiate this character’s kit from others?
As a production‑side artist, you can also update your callouts to point explicitly at “icon‑friendly” motifs and label them as such.
4.3 Metrics: measuring success with icon stress tests
Use simple metrics to self‑check:
- Icon scale test – shrink your icon prototypes to 50%, 25%, 12.5% and check if you can still tell them apart.
- Colorblind / grayscale test – convert to monochrome and see if they remain distinguishable by shape and value.
- Busy background test – overlay icons on top of an in‑game screenshot to ensure they pop.
If an icon fails these tests, refine the costume motif or the way you abstract it.
5. UI Hooks in Portraits, HUD, and Menus
5.1 Portraits: character select, party UI, and killcams
Portraits are often the first and most frequent view of your costume. Design them as if they were tiny posters:
- Clear silhouette – no tiny floating details around the head that will be cut off by UI frames.
- Controlled contrast – reserve your highest contrast near the facial plane and hook motif.
- Background motif – consider a simple background pattern or shape derived from the costume’s motifs (e.g., a faint hex grid, a stylized halo of leaves).
Your concept sheet can include:
- One neutral expression portrait (for menus),
- One action expression portrait (for killcams/intros),
- Notes on how the costume responds to different facial expressions (does face paint crack? Do earrings swing?).
This gives Animation and UI a sense of how expressive they can be without breaking the design.
5.2 HUD hooks: ability bars, resource meters, and status icons
Even if UI owns the final asset, you can influence HUD look‑and‑feel:
- For a character with rope and knot motifs, suggest a braided frame for their ultimate ability button.
- For a crystal‑based mage, suggest a shard‑shaped resource meter that echoes the shard shapes on the costume.
- For a tech soldier, suggest angled brackets and segmented bars that match armor panel cuts.
Focus on readability and reuse:
- The same angle language (sharp vs rounded) should echo across costume seams, UI frames, and VFX shapes.
- The same material implication (stone, metal, wood, hologram) should tie the HUD to the costume’s world.
5.3 Inventory and loadout screens: staging the costume
Inventory scenes are where players inspect and admire the costume. Think about:
- Poses that show key features without clipping through UI elements.
- Lighting setups that emphasize material contrasts you’ve designed (e.g., matte cloth vs glossy armor).
- Zoom levels that allow players to recognize the same hooks they see in the HUD icons and portraits.
Offer UI and Tech Art a “safe composition” sketch where:
- You indicate where the character can stand without overlapping menu panels.
- You show how the camera could slowly orbit to showcase specific costume props.
This kind of sketch is especially valuable for production‑side artists, who often know exactly what details players complain they can’t see.
6. Foley Motifs: Giving Costumes a Sonic Identity
6.1 What are foley motifs?
Foley motifs are recognizable sound signatures tied to specific materials, motions, or magical effects on your costume. Think of:
- The jingle of a charm bracelet every time a character turns.
- The clack of bone beads on a shaman’s headdress.
- The soft chime when a paladin’s crest glows.
These motifs help players recognize characters even without seeing them. As a costume artist, you can help Audio by flagging where these motifs live.
6.2 Mapping materials to motion
When designing, ask: which parts of this costume will move frequently and audibly?
Examples:
- High motion zones – hips, chest, shoulders, lower legs, cloak edges.
- Secondary motion props – chains, tassels, beads, feathers, belts, gadget pouches.
- Magic reservoirs – glowing flasks, crystal clusters, sigil plates.
For each, think:
- If this were a sound, what would it be? Rustling leaves, scraping stone, humming power coil, liquid slosh, wind chime?
Then annotate your callouts with:
- “Light metal rings here – good candidate for soft jingle foley.”
- “Loose bead strings – consider randomized clacks when turning.”
- “Liquid in flask – slosh sound when sprinting or rolling.”
This gives Audio and Animation specific targets to design around.
6.3 Sonic contrast: quiet vs loud costumes
Not every costume should be noisy. In fact, contrasting quiet and loud characters helps worldbuilding and gameplay.
Consider:
- Stealth characters – prioritize tight fittings, soft fabrics, minimal loose metal. Suggest damped sounds (muted leather creaks, soft fabric swish).
- Bruiser/tank characters – can afford more heavy plates, hanging talismans, and chains, with louder foley (armor clank, chain rattle).
- Mystic/caster characters – might have sonic motifs tied to magic more than physical hardware (whispers, hums, spectral chimes).
Costume concept artists can propose “volume tiers” in notes, e.g.:
- Tier 1: Silent/stealthy
- Tier 2: Normal presence
- Tier 3: Loud/pompous
This helps Audio calibrate their layers and keeps the cast diverse.
6.4 Metrics for foley: when and how often should it trigger?
You don’t control implementation, but you can suggest trigger logic conceptually:
- “These charms should only jingle on hard turns or landings (to avoid constant noise).”
- “This crystal halo could emit a soft hum that ramps with ultimate charge, giving an audio cue for enemy players.”
- “The cape’s metal tips might clink only when the character draws or sheathes their weapon.”
Framing your notes in terms of gameplay actions (idle, walk, sprint, jump, ability cast) helps Audio and Tech Art prioritize.
7. Partnering with Character Art & Rigging
7.1 Character Art: preserving hooks and foley sources in 3D
Once Character Art takes your design into 3D, some elements may be simplified or removed. Collaborate to ensure that:
- Portrait hooks remain intact in the actual head/shoulder silhouette.
- Foley‑relevant props (chains, beads, flasks) are modeled robustly enough to survive animation and LOD.
- Icon atoms are preserved in key areas (e.g., the chest emblem is not shrunk to the point of invisibility).
You can provide:
- An overlay drawing indicating “do not shrink” zones for important emblems.
- Suggestions for minor model tweaks that improve portrait read (e.g., slightly taller hat, slightly wider collar).
7.2 Rigging: anchor points for motion and sound
Rigging needs clear guidance on where secondary motion should live:
- Indicate pendulum candidates (long earrings, dangling medals, hanging charms) with arrows.
- Group them into clusters to minimize rig complexity (e.g., several charms attached to one ring, so they can share a control).
- Mark attachment points that might also drive sound (e.g., a rig joint for the charm cluster that Audio can hook into for foley events).
Think about collision and clipping:
- Avoid placing noisy, high‑motion items where they will constantly intersect with the body or other gear.
- Propose layering logic: inner belts are tight and quiet; outer belts are looser with foley.
Production‑side artists can be especially helpful here, because they often see how earlier designs have caused consistent rigging pain.
8. Partnering with Tech Art & Animation
8.1 Tech Art: VFX hooks and dynamic reactions
Tech Art bridges visuals, performance, and interaction. Your costume can include:
- VFX anchor motifs – gems, runes, vents, thrusters where Tech Art can spawn particles.
- State‑change surfaces – armor plates that could glow, cloth that could ripple more dramatically, badges that could flip.
Mark on your sheets:
- “VFX anchor” icons where state changes could occur.
- Notes like “badge could flip from dark to bright when ultimate is ready.”
This allows Tech Art to synchronize visual, UI, and audio cues: the badge flips (visual), the HUD icon pulses (UI), and a soft chord plays (Audio).
8.2 Animation: gesture, anticipation, and payoff
Animation needs costumes that support clean storytelling poses:
- Identify which gesture poses best show the costume’s story (e.g., a salute showing the cloak emblem, a spell pose that lifts the chest crest into frame).
- Suggest anticipation and payoff moments for foley (e.g., wind‑up clink before a slam, a chime right as the crest flares).
On your sheets, you can:
- Include 2–3 pose thumbnails with notes like “ideal for character select intro,” “ideal for victory screen,” “ideal for low‑angle ultimate shot.”
- Highlight where cloth and props should exaggerate motion (long coat tails, shoulder tassels, cloak edges).
This collaboration helps Animation and Audio design set pieces that show off the costume rather than fighting it.
9. Partnering with Narrative, UI & Audio
9.1 Narrative: story hooks in costume motifs
Narrative designers appreciate costumes that carry lore in their motifs. You can:
- Embed symbols that represent factions, oaths, or personal milestones.
- Use color shifts between skins to show character arcs (e.g., from muted novice tones to bolder leader colors).
- Include tattoos, pins, or patches with text or iconography that Narrative can reference in dialogue.
Then, work with Narrative and UI to ensure those motifs also appear in:
- Dialogue choices icons (e.g., the same phoenix symbol that’s on the cloak pin).
- Codex entries or lore screens.
- Achievement badges.
9.2 UI: consistent identity across 2D and 3D
With UI, focus on consistency and efficiency:
- Provide motif sheets with clean, flat versions of emblems, patterns, and shapes taken from the costume.
- Suggest hierarchy rules – e.g., “Phoenix emblem = character identity. Laurel wreath = rank. Star = rarity.”
- Align on contrast levels so portraits and HUD elements don’t drown in detail.
Regularly ask:
- “Does this costume give you enough material to make distinct ability icons, portraits, and badges?”
- “Are any motifs too similar to other characters’ UI identity?”
9.3 Audio: turning visual motifs into sound design briefs
For Audio, think like a sound moodboard:
- Describe materials and magic in audio terms: brittle, airy, resonant, muffled, sizzling, crystalline, velvety, clockwork.
- Provide reference clusters: “Imagine a mix of wind chimes, low church bell, and crumpling parchment.”
- Tie sounds to gameplay states: charged, idle, damaged, empowered, stealth.
In your callouts, you might write:
- “When the halo is fully charged, it should have a subtle, angelic chime loop, not too bright, like distant glass harmonica.”
- “When the chains drag during a sprint, aim for low, heavy rattles, not high‑pitched tinkling.”
This helps Audio avoid generic “fantasy swoosh 07” and instead build something bespoke.
10. Practical Page Layouts for Concept‑Side & Production‑Side Artists
10.1 Concept‑side: exploration sheets with UI & audio hooks
On exploration sheets, add lightweight panels that preview how the costume might live in UI and sound:
- Mini portraits per variant.
- Tiny icon studies derived from each design’s motifs.
- Short audio notes like “glass + wind,” “wood + leaves,” “static + reverb.”
You’re not promising final UI or sound, just signaling how rich each design is as a cross‑disciplinary kit. This can influence which variant gets chosen.
10.2 Production‑side: handoff sheets with explicit hooks and motifs
On production handoff sheets, be more explicit and structured. Consider sections like:
- Portrait & UI Hooks
- Head/shoulder silhouette callout.
- Key accent colors and values.
- Crop suggestions and background ideas.
- Icon Motifs
- 3–6 extracted shapes with labels (“Phoenix, Laurel, Chevron, Halo Segment”).
- Suggested uses (ultimate icon, passive, crafting material, faction badge).
- Foley Motifs & Motion Areas
- Highlighted zones with notes: “loud,” “soft,” “silent.”
- Material notes and suggested foley adjectives.
- VFX & State‑Change Anchors
- Gems, vents, symbols with indications for glow, crackle, or morph.
- Cross‑Discipline Notes
- Brief bullet points for Character Art, Rigging, Tech Art, Animation, Narrative, UI, and Audio.
This structure makes your sheet a control center for collaboration, not just a pretty picture.
11. Case‑Style Examples (Hypothetical)
11.1 “Storm Herald” Battle Priest
- Costume motif: Angular plate armor with lightning sigils, flowing half‑cape, chest halo device.
- Portrait hook: Wide, angular collar plus glowing chest halo visible at head‑and‑shoulders crop.
- Icon atoms: Lightning bolt, circular halo ring, triangle plate.
- UI hooks:
- Ultimate icon: bolt piercing a ring (from the chest halo).
- Resource meter: segmented ring echoing the halo design.
- Portrait background: subtle radial gradient with faint sigils.
- Foley motifs:
- Halo emits soft electric hum that intensifies as ultimate charges.
- Cape edge has metal weights that clink only on abrupt turns and jumps.
- Armor plates chime lightly on impact, with higher pitch when shield buff is active.
11.2 “Whisperstep” Street Acrobat
- Costume motif: Tight leather harness, soft cloth pants, wrapped feet, minimal metal, small hidden knives.
- Portrait hook: Asymmetrical hood with a strong fold, single high‑contrast eye marking.
- Icon atoms: Crescent hood silhouette, eye mark, knife shard.
- UI hooks:
- Stealth ability icon: eye mark enclosed in a broken circle, representing vanishing.
- Dash icon: knife shard streaking along a curve resembling the hood.
- Portrait background: dark, soft gradients with diagonal slice.
- Foley motifs:
- Footsteps are extremely soft, with slight cloth rustle.
- Knives give a small “shink” only during draw/holster, not on every move.
- Hood gives a very subtle fabric whisper during high‑speed parkour.
11.3 “Iron Grove” Warden
- Costume motif: Mixed bark armor and iron inlays, antler crown, leaf‑tasseled cloak.
- Portrait hook: Antler crown and layered wood/metal collar.
- Icon atoms: Leaf, antler, shield, ring of bark.
- UI hooks:
- Defensive abilities use leaf + shield combinations.
- Ultimate uses antler motif wrapped around a glowing core.
- Portrait background shows a faint tree‑ring pattern.
- Foley motifs:
- Heavy, creaking wood armor on movement.
- Leaves rustle whenever the cloak shifts.
- When health is low, a faint “cracking wood” layer might join hit reactions.
12. Building Habits: Checklists for Daily Use
12.1 UI & Foley conscious thumbnailing checklist
When starting a new costume, quickly ask:
- What’s the portrait hook? (Headgear, hair, collar, emblem.)
- What are 3 icon atoms I can extract from this design?
- Which 2–3 accent colors will survive at icon size?
- Where are the high‑motion parts that could drive interesting foley?
- Is this costume quiet, medium, or loud sonically, and why?
12.2 Handoff checklist
Before you hand off a costume for production:
Getting into the habit of running through these checklists makes you more predictable and reliable across teams, which is gold in production.
13. Final Thoughts: Costumes as Cross‑Disciplinary Interfaces
As a costume concept artist, you’re not only painting cool outfits—you’re designing interfaces between the player and the character. UI hooks and foley motifs are two of the most powerful ways that interface comes to life.
By deliberately thinking about metrics (icon readability, sonic frequency), motion (what moves, how often), story (what the costume is about), and interaction (where the player encounters it), you’ll create costumes that feel bigger than the sum of their parts. You’ll also become a high‑value collaborator that Character Art, Rigging, Tech Art, Animation, Narrative, UI, and Audio are excited to work with.
Ultimately, the goal is simple: when a player hears a sound, sees a tiny icon, or glances at a portrait, they instantly know who that character is and what they’re about—before they even step into the arena.