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.
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 ...
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
This week, to prepare for my DE4402 essay, I wrote a summary of the assignment , followed practitioners on LinkedIn, ArtStation and Instagram, and wrote a blog post of potential practitioners I could interview. For my practice module, I created a functional health bar in UE5, over the course of a few days, using as little direction as possible to try to learn through trial and error rather than just following tutorials step by step. I also challenged myself to use Blender for the first time without using any tutorials to create a 3D model of a lantern to import in to Unreal Engine and use within my level. The Process: In the level, the player must travel through a dark cave using rocks, wooden planks and moving platforms to avoid the lava and reach the finish line. To create the effect of jagged rocks, I distorted the shape of static mesh cubes by activating modelling mode, adding edge loops and using PolyGroup Edit to move, rotate and scale the faces, edges and verti...
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