Later in the week, I started playing WW2 Rebuilder and collected examples of its UI, because I liked how the game incorporated a 1940s design style within its map and menu designs.
Next week, I aim to start sketching ideas for my UI designs, so this week I researched what techniques and methods I can use to create and implement my UI designs. At the beginning of the project, I aimed to use Greg Wondra's Skillshare course, Unreal Engine 5: (Easy!) Mini-Map, as a resource, when creating my mini map in UE5, however, since I want to make a stylised mini map, I realised I would need to use alternative techniques, and therefore created a list of mini map tutorials I could possibly use. I also considered what methods I could use to replicate the Western design style. I researched what printmaking and illustration techniques were commonly used during the Western Frontier Period so I can try to use similar methods to create more authentic designs.
Creating a New Level I created a new level and called it 'my_saloon', and then I imported the following assets that I will use to build the environment: Saloon Interior , Old West VOL.1 - Interior Furniture , Old West - VOL 2 - Tradesmen Tools and Props , Old West VOL.3 - Travel Supplies and Goods , Old West - VOL 4 - Goods and Supplies , Old West - VOL 5 - Town Props and Old West VOL. 6 - Town and Industrial . I then used the modular wall meshes from Saloon Interior to start building the layout of the saloon. Creating the HUD I created a simple crosshair widget by adding a small white box and aligning it to the centre of the canvas panel. In the character blueprint, I used a 'Create Widget' and 'Add to Viewport' node to make the crosshair visible at the start of play. I promoted the return value to a variable so I can reference the HUD widget later. Creating a Working Door To enable the player to pass through an open door, I had to...
Semester 3 Learning Agreement: : Western Project (UI Design) Research + Development Blog Posts: Week 1: Planning the Looting System Week 2: Design Characteristics of the Western Genre Week 3 + 4: Collecting Inspiration Week 5 + 6: Initial Concepts Week 7: Creating the Western Prototype in UE5 (Part 1) Week 8: Creating the Western Prototype in UE5 (Part 2) Week 9: Creating the Western Prototype in UE5 (Part 3) Week 10: Creating Loot Icons Week 11: Adding Pop-Up UI Elements Week 12 + 13: Creating Mission Passed/Failed UI Week 14: Improving the Lighting + Final Touches Knight Light (UX Design) Research + Development
Today, I explored Diegetic UI in more depth by creating a mind map of Diegetic UI elements and collating visual examples of Diegetic UI in video games. I also watched The UI Design of Dead Space 2023: A Game User Interface Analysis and read articles and academic papers such as Interview: Dino Ignacio and Exploring Diegetic Interface in videogames: Enhancing Player Involvement . Pros of Diegetic UI - The application of Diegetic UI elements can make a game stand out from the competition. - Results in more screen space due to less information being displayed in the HUD. - Contributes to an overall minimalistic and reduced UI design style. - UI integrated into a game world creates a sense of immersion. - Can enhance gameplay mechanics and narrative. - Creates a sense of realism within a game. Cons of Diegetic UI - Development requires more resources compared to Non-Diegetic elements. - Diegetic UI can ...
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