Week 9: Designing the Crosshair Designs
After sketching concepts for each weapon's unique crosshair design and animation style, I began to make each design in Adobe Illustrator. I organised the elements of each crosshair design into individual layers ready to be imported into After Effects.
Once I finished the crosshair designs in Illustrator, I imported the files into After Effects to create motion designs of each weapon idle, firing, reloading, hitting an enemy and killing an enemy. To achieve a line drawing animation to indicate a weapon emptying or reloading, I first converted my Illustrator layers into shape layers in After Effects and then used 'Trim Paths' to add or subtract to the length of the lines.
To create the rapid firing effect for the assault rifle crosshair, I changed the position of the lines in even values on the artboard and timed evenly across the timeline. I also used motion blur and 'Easy Ease Out' to create more natural-looking movement.
While creating my motion designs, I also came up with the idea to spin the crosshair of the revolver during its reloading animation to imitate how the chamber of a revolver is spun in real life once reloaded. I achieved this by using motion blur and by rotating the crosshair design 180 degrees throughout the duration of a sound effect.
Later in the week once I had completed my crosshair designs, I started to create my HUD design. I began by creating rough concepts in Adobe Illustrator to try out various designs and to get the scale and composition of my HUD right. I also created an assault rifle icon design to be used in the HUD. I used a reference photo of an L85A1 rifle used in the military in the 1980s, which the game is set in.






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