Twitch Steam Layout - Commission

This Twitch Steam layout was commissioned by the Twitch Streamer Jam Jammy. The brief given to me was to create a fully featured layout with a "y2k-inspired aesthetic" with the colour guide of "Blue and Purple". I was provided with some light reference, but was given a lot of freedom to make something of my own design.

The layout at a glance, featuring a main window, featured artists window, ending/credits window, and a brb window.

Some screenshots from one of Jammy's streams featuring the final layout I designed.

Here you can see the initial four mockups I created of the main screen, using a screenshot from Trails Evolution to show how it would look with a game running in the background. When sending over the designs, I made sure to give them each multiple colour variants, and I've taken the liberty of showing my personal favourites of each colour variation in the image above.

The space below the 'chat' window is for Jam Jammy's virtual avatar.

Breaking each Style down,

Style 1:

  • I went for a screentone heavy design here, while also aiming to keep as much of the space on the screen free to keep the game being played as a main focus.

  • The gradient on the side is a smooth, simple design with a few touches here and there to give it a little bit of uniqueness.

Style 2:

  • I aimed for a little more of a happy bubbly look to this style, with a sort of 'cloud pattern' made from the logo in Style 1 giving the chat window a unique look.

  • The notifcation bar at the bottom is somewhat lacking in this style, but it's smooth and unintrusive.

Style 3:

  • For this style, I used references of the more cartoonish takes on the 'y2k-aesthetic', with lots of rounded edges and circles, with some perspective to let it pop.

  • Overall however, this design is a little too flat, missing some texture and little details that would make a it a pleasing design to stare at for hours.

Style 4:

  • When starting this style, I went completely back to the drawing board. The other styles had the unique aesthetics going for them sure, but they weren't exactly practical for most games, as a chunk of the 16:9 game window was cut off.

  • The first thing I did for this design was make room for that game window, and worked everything else around it so there was nothing getting in the way. After that, I created a solid background for the base, one that was easy on the eyes, and then overlayed the chat window, and took the notification bar from Style 1 and tweaked it to fit in a little better. After all the elements were in place, I started adding in some details, the arrows, text along the bottom, and a faux-barcode to give it that little pazzaz and signature 'y2k-aesthetic' flavour.

I originally planned to make three styles and send them over, but got inspired to make the fourth design after not being 100% satisfied with my previous styles. After sending the mockups, we decided using Style 4 as a base while adding the screentone elements and avatar icon from Style 1. You can see the results below.


Here you can see a selection of the seperated elements I exported for Jam Jammy, featuring icons, text, and windows in case they needed to re-arrange anything. Everything was exported at a high resolution for easy scaling, and the screentone effects I made were exaggerated so they don't affect the bitrate of the stream too much.

One of the main design motifs I was aiming for was the vibe of these windows being pieces of hardware, coming out from the sides, sort of like some neon-punk hacker. Contrasting with the transparent images of the backgrounds on a light blue window, acting as some sort of futuristic see-through screen.

The images in the background of each window were taken by me in the city of Melbourne.

Main Window

Featured Artist Window

BRB (Be Right Back) Window

Ending/Credits Window