![]() Hold on – let’s back up a bit. The number of successful original IPs (Intellectual Properties) are staggeringly low, and it seemed to us that we had a foothold on the ultra-competitive First-Person Shooter beach. As we began developing Frontlines 2 in earnest, word came down from corporate that we’re going to switch gears and begin a completely new universe (!). More on this later…
Goodbye China, Hello North Korea
Video game development is a fluid and dynamic process. Our original intent was to go with our strengths and create a 100% multiplayer experience for the follow-up. The Call of Duty and Battlefield franchises had such a evolved and polished head-start with their phenomenal single-player campaigns, we thought it was in our best interest to compete with our studios bread-and-butter skills: online play. The marketing blitz began and out comes our new teaser trailer! The Trouble With User Interface Invariably during production of a video game, we look at the progress with the user interface (UI) totally turned off. If everyone is doing their job right (modelers, lighters, animation, AI), it should look like an interactive movie. The word cinematic is thrown around the studio often, like Games are always trying to live up to its older brother, Movies. As a veteran UI artist now, I’m the first to agree most games look amazing without UI. Take a look at all the screenshots officially released from any studio website- Assassin’s Creed, Battlefield, Call Of Duty- any you can think of. Notice anything? They never, ever show the game with that damn UI nonsense all over the screen: They all look fantastic. And of course, completely unplayable. I remember Dead Space had a great in-game navigational system. For various reasons, these solutions are few and far between. They’re nontraditional (will people get it?), developmentally expensive (is it worth it?), and in the end, just UI (prevalent attitude). A game is only as good as it’s weakest link, and it can be a challenge to assign an army of programmers to User Interface when the AI or Game Engine is looking for code attention. Play The Game, Not The HUD
The Three Types Of HUDs Let’s break down the three types of HUDs you see in video games and motion pictures. The first is the worst, the second is the compromise, the third is ideal. Type 01: Slap-On HUD. This HUD execution has no correlation to what it is you’re actually looking through. Nothing is animated, whether because of laziness, lack of aptitude and/or prohibitive expense in regards to time or cost. Slap-On HUDs arrive from the fact that User Interface takes a backseat to programming time compared to higher priority elements like Artificial Intelligence. Everything in a game engine needs to be coded, debugged, artistically supported, memory/cpu-friendly and of course, not kill the frame rate. We had plenty of Slap-On in Homefront. Were we lazy or stupid? Just the opposite. We had an amazing art and programming team of… four people. That’s not a big team. You gotta hit the big ticket items first, like a working Main Menu. Check out my UAV drone HUD to the right. Little to zero animation, and inapplicable, random design elements. When time is short, Slap-On HUD to the rescue. Type 02: Animated Slap-On HUD. This HUD execution is the compromise. It is chock full of design nonsense – graphic elements that are just there to look good, and are usually too small or moving too fast to mean anything to the user. Type 03: Actual HUD. The balance a UI Designer is always conscious of is the divergence of realism vs aesthetic value. Check out the Iron Man HUD to the right, created by the amazing Jayse Hansen. This is the pinnacle of HUD design because everything has purpose – it’s beautifully designed and it would actually work if you plugged the technology in behind the helmet. This ideal solution shouldn’t just be confined to movies – in video games, if you can couple artistic and engineering intent with those who truly care for the perfection of the final user experience product, then you’re really on to something. If you ever doubt the importance of UI, remember this: Our audio guy was in the elevator one day telling us how vitally important his job is to the game. Sure, sound IS very important. A UI team member replied, “Yeah, but you can still play the game with the volume off.” Think about that! Update! According to the London Daily Sun, Homefront has the privilege to be North Korean leader Kim Jong-Un’s favorite game! It’s always nice when you can put a smile on the face of one crazy little dictator on the other side of the world. You’re welcome, Kim! Check out the article here: Crazy Kim Jong-Un planning World War III…from his XBOX To see a more complete Video Game Design montage reel, check out Compilation Reels. Ciao! |