User Interfaces are what lies at the heart of any game. Without them, you cant access controls, change your difficulty or even start the game. This includes menu systems, heads up displays and even text input areas. Everything must be designed with both ease of use and speed in mind. Theres no point having a menu that takes 5 minutes to load into memory just because its nice and shiney. Here are a few recent examples of my UI and 2D design work.

- OverDose Revision 2-

Keeping in style with the game, the OverDose UI was redesigned to allow easier access to both console gamers and PC users while still maintaining a high level of function. Rather than just "dumbing down" the UI for a pad, we simply work along side the pad, so that if you use a controller certain UI elements change, such as buttons.

OverDose Main Menu
Fig.1 The OverDose Menu System

Here is a small preview of the UI's title screen, showing you how animation and effect work in conjunction with art to bring it to life. Be sure to click HD to get the full effect.

 
Fig.2 The OverDose Menu System

- OverDose -

OverDose has a very specific style, which we use right across the board. Set on a post apocalyptic Earth, the game takes place is run down locations that have a slight hint of futuristic undertone to them. With that in mind, the OverDose UI was designed to reflect that setting, with lots of animation and movement set against a blue colour scheme. For me, this UI design was perfect as it was functional, stylish, and worked both for mouse and keyboard input as well as the xbox 360 controller. Above all else, functionality took precedence over design.
OverDose Main Menu
Fig.3 The OverDose Menu System


Even thought secondary to the main UI, the user input console is still something which needed to be designed to mimic the look and feel of the game. Rather than go with a standard Quake style input, I made minimalist design choices that worked in combination with the design of the game, but was still exactly what was required... Something easy on the eyes and ultimately simple. As the console is a text input area, seeing the text took priority over fancy visuals.

OverDose Input Console
Fig 4. The OverDose Input Console



The tools are a secondary area to the main game, and previous design decisions no longer applied. At the end of the day, the tools all needed to be simple, effective and above all very easy to use. For ODRadiant, shown below, we took the design of the standard Radiant template as a base and worked upon it from there. The UI was given fresh new icons, and the entire editor was re-written for OverDose.
ODRadiant
Fig 5. ODRadiant Level Editor



OverDose Website & Forums

While separate from the main game, the OverDose website had to carry over the same theme as the main game. Used as an information point, the site needed to be clean, easy to use and simple on the eyes. I went with the following design simply because it fits in with the Overdose universe, and works well.

Fig 6. OverDose Website

The community forums were designed to mimic the main OverDose website so that we could keep design consistent. Again, the forums were designed with simplicity in mind, and the use of the forum was a much larger concern than how stylish they looked

Fig 7. OverDose Forums



- Quake II Evolved -

Back in 2003-2004, Team Blur released Quake II Evolved, and one of the most talked about features aside from the graphical leap, was the UI. At the time this UI was perfect, and everybody was talking about it. But looking back I made some really, really bad choices both with construction and design. Think of it this way, the OverDose UI is much more animated, far higher res, and looks nicer, yet is around 30x smaller in memory footprint... But this was my second real UI system, so for that, I think I did fine.

Fig 8. Quake II Evolved Main Menu



 

The Portfolio site, logo and design contents ©2002-2009 Gavin Stevens - All rights reserved. Reproduction of any material on this site without a working link to its original
location is prohibited. E-Mail odium@team-blur-games.com. Website design and construction ©2002-2009 Gavin Stevens. - All rights reserved.