UI/UX

Designer(s): Adriaan Sheepers

UI/UX is meant to present and clarify relevant information to the player in an efficient manner whilst retaining and enhancing the overall flow of the game.

Guidelines

 * Seamless: Enhance the seamless gameplay feel when transitioning between game states.
 * Character Driven: Present character driven UI by linking information to respective characters.
 * Situational: Prominence of a UI element is based on the frequency of their use.
 * Comic Feel: Assets are presented in a minimalist pulp comic book style.

Crosshair
The crosshair aids players in aiming their shots. This ranges from providing guidelines for aiming, as well as providing ammo information.

Character HUD
The character HUD displays the portraits of the player as well as the portraits of the squad members, along with all of their healthbars and their obtained abilities.

Ability UI
Abilities have their own UI materials to identify their functionality, as well as additional UI elements for assigning abilities, tracking abilities, and viewing all collected abilities.

Comms
Comms can open up to initiate dialogue by means of text boxes. This can be used for narrative purposes, progression, or introducing controls.

Radar
When flying in space, points of interest will visualize in a ring around the player, conveying what kind of reward can be found at that location, and communicating the proximity to that point.

Main Menu
The main menu conveys the feeling of the vast openness of space whilst providing smooth connections to other game states.

Prologue
The game opens up on a skippable prologue that provides narrative context for the player journey.