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UI - Visual Development

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.

Locust Overwatch Vis Dev

COG Overwatch Vis Dev

King of the Hill Vis Dev

Environment Occlusion Vis Dev

Environment Occlusion Vis Dev

Character Occlusion Shader Variations

Character Occlusion Shader Variations

Edge of Map Vis Dev - Day

Edge of Map Vis Dev - Day

Edge of Map Vis Dev - Night

Edge of Map Vis Dev - Night

Navigation Vis Dev (Move only)

Navigation Vis Dev (Move only)

Navigation Vis Dev (All elements)

Navigation Vis Dev (All elements)

Line of sight Vis Dev - Lancer

Line of sight Vis Dev - Lancer

Line of sight Vis Dev - Snub

Line of sight Vis Dev - Snub

Grenades Vis Dev

Grenades Vis Dev

Fog of War - Initial explorations

Fog of War - Initial explorations