Turning Gears into a turn-based tactics game meant having to solve all kinds of new challenges with the UI. Since there were so many questions to answer, I helped out the UI team with a bunch of designs, using Gears' classic Tac-Com as a style guide to visually integrate a lot of the gameplay information.
At the beginning we investigated a much more diegetic approach, e.g. Fog of War being the actual dust and smoke from burning buildings, but it did not give us t consistency and clarity we needed for the gameplay. Connecting all the elements to a Tac-Com overlay ended up being the better way to go.
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