HUD Project – Evaluation (Task 4)

Design Process

Team Design

Team names

Mind Map.jpgFirstly, I started by writing down lots of different team name ideas to help me create themes for my teams.

I then chose the three that I liked: Manta-ray, Dragonfly and Falcon.


Initial design sketches

Next, I sketched out the initial design ideas for each of the three teams.

Manta-ray

SAM_0234SAM_0235SAM_0236SAM_0237SAM_0238SAM_0239

Dragonfly

SAM_0241SAM_0242SAM_0244SAM_0243SAM_0245

Falcon

SAM_0231SAM_0230


Development sketches

Then, I asked my peers which designs had the most potential and based on their feedback I developed the rough sketches into more finished drawings.

Manta-ray

SAM_0362SAM_0363

Dragonfly

SAM_0364.JPG

Falcon

SAM_0233


Digital Logo Designs

For my final logo designs, I first roughly sketched an outline in photoshop. Next, I went over the lines in more detail and added a basic colour scheme.

Manta-Ray

design01design02

design03Team 1 Design Sheet - Manta RayWith the Manta-Ray design, I decided to change the colour scheme to better match the other team logos as they all incorporate different shades of grey.

Dragonfly

design01design02design03design04Design05FinalDesign_HiRes

Falcon

The digital design process was much simpler than for the other logos as I already knew what style and design aesthetic I was trying to achieve. although I found that I had to trace the outline from one of my paper-based design sketches as it was too difficult to reproduce in photoshop without.

Design01Design02

 


HUD Design

Sketchbook Work

For the hud elements, I designed a selection of different designs on paper and asked my peers which ones they preffered. Next, I took the most popular designs and developed them further on the computer in Adobe Illustrator.

SAM_0359SAM_0358SAM_0356SAM_0357SAM_0355SAM_0351SAM_0361SAM_0348SAM_0352SAM_0353SAM_0354SAM_0350SAM_0349SAM_0360


Digital Design

Colour scheme

I used Adobe Kuler to help me choose a colour scheme that looked aesthetically pleasing and created a selection of different HUD elements in these colours. I then once again asked my peers to help me decide which colours looked best.

Final Design and Design elements

For my final design, arranged all the HUD elements in their chosen colours on the mock-interface so that they fitted together and flowed into each other.

Most of the elements of the HUD are static – such as the speed gauge, the lap time and map. The other elements such as the low battery warning and direction arrows will only show on the hud when needed.

HUD_01


The value of peer feedback in the design process

Peer feedback is important in any design process as design and the creative arts are largely subjective. By allowing a section of people to offer their feedback and criticism it will help to make sure the final design looks better.

However, it is also important to make sure that the design too influenced by others as this could also spoil the thing that makes it good. so a balance must be made between the original idea and any feedback.

 


Final Evaluation Process

how does it compare to professional standard work

Compared to professional-quality HUD designs, I think my HUD is perhaps not quite as well polished due to the fact that many of these designs have multiple people working on them with more time than I had for this assignment.

If I was to do this project again, I would make sure that the teams and the HUD design work and fit together better than they ended up doing.

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HUD Project – Research (Task 2)

 HUD Elements and Information Set

The information set is an overall term for the mechanics and design aspects in a game that help to immerse and engage the player and provide stats about the gameplay. Usually, the information set is broken down into two parts: user Interface and user experience.


User Experience

World Of Warcraft.jpg
Example of bad HUD design [Xav (2012) http://i.imgur.com/69ouo.jpg]
User experience refers to the how easy and immersive the game is to play. This is linked to HUDs as an overcrowded HUD can make good game unengaging and overcomplicated. Menus and Gameplay are also a large part of User Experience- if a menu is difficult to navigate or the objective of the game isn’t very clear, it can take away enjoyment from the playing the game.

 

 


Things that help make a good User Experience

  • A clear goal and/or endgame that are challenging enough to not be boring yet are still achievable.
  • In game menus that are easy to use/navigate
  • A HUD that immerses and adds to gameplay without being too overcrowded and complicated.

 


User Interface

The user interface is the inputs (keyboard, mouse, touchscreen, controller) and the visual (and audio) interfaces that enable and help the user to interact with the game. An essential part of the UI is the HUD (Heads Up Display). There are three different types of hud elements: Permanent, Pull-up and Actioned.


Permanent HUD elements

fuel-gauge.jpg
[Karen Arnold (2017) http://www.publicdomainpictures.net/pictures/50000/velka/fuel-gauge.jpg]
Permanent hud elements stay on the screen at all times and cannot usually be switched off. Examples of permanent HUD elements in a car racing game could be Dashboard, Speed dial, fuel gauge etc.

 

 

 

 


Pull-up HUD elements

head-up-disp
[Sygic a.s. (2016) https://help.sygic.com/content/5-sygic-car-navigation/4-add-on-features/1-head-up-display-addon/head-up-disp.jpg]

Pull-up HUD elements are like permanent elements except they can be turned on and off, usually by pressing a key. Examples of Pull-up HUD elements in context to a car racing game could be Steering wheels, Navigation/map, Pedals, Gearstick etc.

 

 

 


Actioned HUD elements

3grey.png
[Atlantic Performance (2013) http://www.atlanticperformance.co.uk/main/images/stories/3grey.png]

Actioned HUD elements are different to permanent and pull-up HUDs as they are usually not visible until they are triggered by an event in the game. Examples of Actioned HUDs in context to a car racing game could be Low fuel warnings, Lap time indicators, Checkpoints etc.

 

 

 

 


Morals, Ethics and Copyright Laws

Morals

Morals are a set of personal beliefs and ideology that determine how we ourselves act in everyday life.

Ethics

Ethics are morals that have been adopted by a majority or group of people and generally define how we behave as a society.

 


Intellectual Property and Copyright Law

‘Intellectual property (or IP) refers to creative work which can be treated as an asset or physical property. Intellectual property rights fall principally into four main areas; copyright, trademarks, design rights and patents.’ (UK Copyright Service, 2017)

Copyright is universal and applies to work that is recorded in some way. Literary, artistic, musical and dramatic work are covered by copyright as well as films, sound recordings and typographical arrangements. It gives the author specific rights in relation to the work, prevents unauthorised actions, and allows the creator to take legal action against cases of infringement or plagiarism.

However, trademarks are registered at a national level with an appointed government body and are not automatic. A trademark can be anything that identifies a product or organisation such as a name, logo or slogan. Registering in countries such as the US, the UK, Japan, etc will only protect you in that country. Trademarks can be recognised by the abbreviation ‘TM’, or the ‘®’ symbol.

 

 

Existing Driving Games


F1 2016

Things that are good about the HUD

  • Shows all of the information necessary for gameplay.
  • Is a good representation of real life car dashboards/ HUDs which is important as this game is based on the real Formula One.

Things that are bad about the HUD

  • Could be difficult to see as all the icons are overcrowded and cramped on the steering wheel.
  • The icons themselves are very complicated and not simplistic.

Does it work effectively as a HUD?

F1_2016.jpgIn my opinion, this HUD is not very effective as it is quite difficult to see and interpret the information presented by the numerous dials and gauges on the steering column. An improvement to this could be to increase the size of the icons as the HUD doesn’t take up too much of the view.

 


Need for speed

Things that are good about the HUD

  • Icons are simplistic and easy to understand.

Things that are bad about the HUD

  • Hud takes up a little too much of the screen.

Does it work effectively as a HUD?

Need_For_Speed.jpgThis is an interesting HUD design as is mainly made out of text based gauges. I think this HUD design works because it has an easily understandable design. If I was to improve it, I would perhaps make the box where the dials and gauges are located a little smaller as to not encroach so much on the gameplay.

 

 


Forza Horizon 3

Things that are good about the HUD

  • Very simplistic HUD, only showing what is essential for gameplay.

Things that are bad about the HUD

  • Limited/no mapp, only showing basic directions.

Does it work effectively as a HUD?

Forza_Horizon_3.pngI think that this hud is effective because it relays the essential information whilst not being too overcrowded or taking up too much space. The only improvement i could make would be to add a map into the HUD.

 

 

 

 


Car Dashboards Moodboard

Car_Dash_Moodboard.jpg


Sources

Cobie Everdell (2015) Why the car industry needs to rethink the dashboard interface design | TechCrunch. Available at: https://techcrunch.com/2015/10/08/why-the-car-industry-needs-to-rethink-the-dashboard-user-interface-design/ (Accessed: Jan 2017)

Desi Quintans (2013) Game UI By Example: A Crash Course in the Good and the Bad. Available at: https://gamedevelopment.tutsplus.com/tutorials/game-ui-by-example-a-crash-course-in-the-good-and-the-bad–gamedev-3943 (Accessed: Jan 2017)

Emil Lamprecht (2017) The Difference Between UX and UI Design-A layman’s Guide. Available at: http://blog.careerfoundry.com/ui-design/the-difference-between-ux-and-ui-design-a-laymans-guide/ (Accessed: Jan 2017)

iA (2016) UX Lessons in Game Design – iA. Available at: https://ia.net/topics/game-design/ (Accessed: Jan 2017)

PCGamesN (2017) Racing games for PC: 10 of the best for 2017 | PCGamesN. Available at: https://www.pcgamesn.com/10-best-racing-games-pc (Accessed: Jan 2017)

Pluralsight (2014) Designing a HUD That Works for Your Game. Available at: https://www.pluralsight.com/blog/film-games/designing-a-hud-that-works-for-your-game (Accesed Feb 2017)

UK Copyright Service (2017) Intellectual Property: Copyright, Trademarks and Patents. Available at: https://www.copyrightservice.co.uk/copyright/intellectual_property (Accessed: Jan 2017)

 

HUD Project – Planning (Task 1)

Introduction to the Brief

Your client, a large game publisher, requires you to design the interface elements for a new console-based racing game. The game world and tracks are based on the streets of London; you can identify your own routes.

The game involves a series of races between 3 teams using electric concept cars to promote new technology and sustainability. The environment and car graphics have a photorealistic look. Your interface must communicate game information but also help support the storyline of the game. Your designs must include: Track maps / speedometer / Way-Finding (e.g direction arrows) / start lights / placing / Lap / Checkpoints / Fuel gauge but you can include any other interface item that you feel is necessary.

In addition to the general interface, you also need to devise names and design a colour scheme, identity and logo for the 3 different race teams you propose.


Week 1 – 09/01/17 – Planning

  • Plan Hud research and design

Started: 12/01/17
Completed: 15/01/17

Week 2 – 16/01/17 – Research

  • Driving Game research – write about two examples
    • Driving Game Timeline
  • Research Copyright and Branding laws

Started: 16/01/17
Completed: 24/01/17

Week 3 – 23/01/17 – Research

  • Specific icons/displays from existing cars
  • Car Dashboards
  • Think about team names and ideas for the game concept.

Started: 23/01.17
Completed: 31/01/17

Week 4 – 30/01/17 – Ideas: Initial sketchbook ideas

  • Team name ideas
  • Rough logo designs
  • HUD concept elements

Started: 1/02/17
Completed: 06/02/17

Week 06/02/17 – Design: Sketchbook work

  • Develop logo designs
  • Develop HUD elements

Started: 07/02/17
Completed: 15/02/17

Week 13/02/17 – Design: Digital work

  • Create team stylesheet
    • Final Logo Designs
    • Team cars
    • Colour swatches
  • Create HUD mock-up

Started: 16/02/17
Completed: 21/02/17

Week 20/02/17 – Evaluation

  • Describe and evaluate final design
  • Talk about how the final design was reached
  • Compare HUD to professional HUDs from existing video games.

Started: 22/02/17
Completed: 28/02/17

Week 27/02/17 – Finish off

  • Complete any unfinished work

 

Completed: 09/03/17