ARTWow what a month it's been we are now so close to the end of pre production you can almost taste it.....MMmmm It's a bit nutty!
My last week or so has been involved with the User Interface (UI) and it's been an interesting journey reaching our final look and feel, which near as damn it is ready to be implemented.
So what's involved in creating a UI. Well it is one of the hardest design challenges in games, especially in RTS games where the player spends more time using the interface than other game genres. If the UI isn't well organised, frustration can set in and the enjoyment of the game is lost.
First of all the design is conceived on paper outlining the various panels and option open to the player during game play. Once these are identified we can proceed with a pre visualisation of how it will hang together and animate on screen. This Pre-Vis stage should be fast to produce and easily editable. You want changes to come thick and fast! I decided to use XSI (our 3D package) to do the Pre-Vis in as I can work very fast with it and it has a built in compositor which allows me to build up elements in layers, giving me a lot of control, and the ability to make changes quickly. This means that the output will be linear and not interactive. This isn't an issue for us as the design on paper is in good shape and we already have some elements working in game.
An image of the Compositor in XSI.
Each 'Over' node represents a seperate UI element.In XSI I arrange each individual element of the UI into a render layers, so I can treat them separately in the compositor later on (see above). I'm not concerned about the look of the UI at this stage so I just build it out of boxes, which is super quick. I then animate the UI simulating the players actions, opening the "mini-map" and "objectives" panel for example. Some of the work requires textures to show the contents of panels changing. For this I animate texture support objects over the boxes, essentially sliding the texture over the box to find the part of the image I want. When I'm happy I'll render it out into a quick time movie and present it to the team, we'll discuss changes and I'll produce the next iteration.
An example movie the team would see (Quick Time required)Once the Pre-Vis is locked down we can move on to the visual aspect of the UI.
During this stage of development I like to act as an external design agency viewing the rest of team as my client. It's perhaps a strange way of thinking but it helps me to be objective and not be precious about the designs. Like in the Pre-Vis we employ a system of design, review and iteration.
The brief was to create an aesthetic for the UI which complements the game, reaffirming the Visual style and story elements. We have our Retro-Futuristic style to consider which is a great starting point, however finding a direct or obvious route to an elegant UI with that alone won't be easy. We needed to find another element with a strong design direction which can help things along. We introduced some Art Deco principles into the mix and that worked very well. Art Deco had a big influence in Early Sci-Fi, most notably in
Metropolis (1927) which arguably kick started Sci-Fi as we know it today!
Above is an example of the design iterations we went though. Although it may appear that these took a lot of time, they were done over the course of one day. (Thank you - Photoshop layer styles for making life easy! ;-)
As I mentioned at the start we are almost ready to implement the UI. We'll show off the full designs later on when it's in and working and utterly ace!
Until next month then....