Rugby League 26


Big Ant Studios // 2025


Rugby League 26 is a sports simulation video game developed by Big Ant Studios. A fast-tracked project spanning 4 months of development, Rugby League 26 was delivered simulateously with other projects - demanding multitasking and management skills to ensure work was delivered punctually at a high standard. As the sole UX Artist, I collaborated frequently with the UI Artist to produce user experiences and interfaces throughout the game - crafting mockups, motion graphics and visual assets.


Animated game intro sequence I had animated through Figma, Adobe After Effects and XAML (code implementation).


As a title supporting licensed competitions such as the NRL, NRLW, Super League, WSL, and State of Origin, I had the exciting opportunity to translate their visual identities into in-game interfaces. Working with style guides, assets and brand requirements allowed me to create exciting visuals whilst also faithfully representing league brands - producing realistic and engaging simulation experiences.



One of my main tasks on Rugby League 26 was to help bring its Career game modes to life. Working within a cross-functional team of programmers, designers and producers, I was responsible for creating interface mockups from ideation to high-fidelity mockups. With options to play as Coaches and Players, there were multiple screens with different variations to accompany necessary data and information. Landing pages with multiple widgets of information create a realistic simulation within rugby league, whilst also maintaining clear hierarchy and delivery of information for players to understand.

One challenge throughout the Career flows was ensuring all information we had to offer to players were displayed and communicated clearly. Creating experiences home to licensed player information, team management and club finances, it was vital to deliver extensive data and information in a clear and comprehensible manner. 

Career modes in Rugby League 26 have been highly received by the public, and I am extremely pleased with the final product implemented - presenting a sleek and compact interface to create an immersive and engaging player experience.



A big highlight of mine during this project was the loading screen I created and implemented. With many iterations from concept to delivery, there were various directions brainstormed for the experience we wanted to give players before they dive into gameplay - from bright and bold to dark and dramatic. Made to engage and excite players, I used bright neon and chevron visual motifs with an emphasis on team identites to create an opposing, competitive atmosphere. As a screen with high-exposure in the game, I am extremely proud of the final result - receiving praise from the public on release and from coworkers within the company.