Game
Crumbling World

7 years ago

UI, Communication And Usability
This week, I have been working on the main user interface (UI) for Crumbling World. UI is an essential part of any game, as it is one of the main tools that we as game designers use to communicate with our players directly.


A well-designed UI has the power to convey the current status and progress of players, in addition to their current statistics, goals, and even the subtler points of a game’s storyline.

5d0954324f5ea.jpg

A Great User Interface is Within Reach!

As I have been a graphic and web designer for the better part of 15 years, I must say that a design background can be advantageous when working to great a robust UI. Regardless of your experience in graphic design, every developer can create a great UI if they put enough thought and effort into it. With this in mind, I thought that it could be helpful to share some tips that I have learned over the years that other game designers might benefit from when working to create their fantastic user interface.

5d095434ea601.jpg

Communication is Everything

As a graphic designer, I have learned the hard way that the best graphic design is that which excels at communicating as much as possible with as little as possible. While the famous quote, “less is more,” is undoubtedly overused in our everyday lives, it is also one of the most valid axioms for game design.

Thanks to my background, I have been a long time enthusiast of minimalist and elegantly simple designs. One of the main things that separate a strong designer from a weak designer is without a doubt their capability for synthesis. The ability to simplify something in its most minimal expression, all without losing its power to communicate to players, is one of the strongest tools that a game designer can apply to their creations.

5d09543782220.jpg

Keep User-Friendly Design In Mind

While synthesis can be a powerful tool, one of the dangers of this method is that a design which has been oversimplified might not communicate what you are trying to get across, which can lead to confusion and frustration for players. This exact situation is why a well-known standard, called usability in web design, should always be applied to the user interface of your games. Sometimes, we fall into the trap of attempting to reinvent the wheel. If you find yourself going down this path, I would suggest trying to keep things simple. In short, don’t be afraid to use language and features that are already well known to gamers. For example, using green and red bars to represent the player’s remaining life points and damage will allow players to understand what is going on quickly. In other words, if your game doesn’t require a tutorial, it likely means that you’ve attained an impressive combination of playability and ease-of-use for your players, which can only help your end product succeed in the long run.

5d09543a52fd7.gif

These are a few things that I always try to keep in mind when working to design the user interface for my video games. A little while back, I wrote a tutorial on displaying 3-D objects within your user interface: I invite you to check it out here to help you brainstorm further. I hope that this walkthrough has been useful as you work to better yourself along with your design journey. As always, thank you so much for reading, and feel free to check back often for more great game development tips and tricks!



0 comments

Loading...

Next up

Hi everyone! CrumblingWorld is finally out! Grab it now! It's 27% off on Steam. https://store.steampowered.com/app/1003560/Crumbling_World/

In Lobo, camps are more than a save point. Stay close to the campfire long enough, and you can heal, recover your health, and take in the views. A quiet pause in a harsh world.

Jump And Grab Edge System Since the last update, I have been working on the Jump and Grab Edge System for Crumbling World. I decided to rework these movement mechanics, as I thought it would be great to add a bit more complexity to each of the levels.

Polishing combat with directional hit reactions for more weight and variety. Finishers tuned for smooth, synced choreography.

And yes, enemies always drop loot. The Fallen even loses his helmet 😄

We Are Not Alone in the Fog | Lobo WIP

Quick peek showcasing one of the environments in Lobo.

We are not alone in the fog, and they definitely don’t come alone.

Combat design, environment design, and sound design are still in progress.

Save And Load System Hello everyone! Over the last week, I have been creating the save and load system, which will allow users to save their progress and continue the game where they left off after stepping away.

For Lobo, I wanted simple settings. No ray tracing or upscalers so it runs on any PC. Inspired by The Last of Us Part II, I added my own touch.

Essentials: resolution, volume, rebind keys, camera, and language.

What settings matter most to you?

Quests And Missions Recently, I have been working on incorporating Quests and Missions into Crumbling World, which is likely to be the most exciting and fun update to the game so far.

Some lore moments get a brief frame. Used sparingly, only when it matters. After all, this is an adventure game.

Also added small physics reactions when pulling weapons from bodies. Subtle, but satisfying.

Quick peek at my loot to equip flow. Open chest, grab gear, drop it straight into your hands. Still early, but the core is solid and works with both controller and KBM. More polish coming soon.