Having purchased Star Wars Jedi: Fallen Order on the day of launch, Friday the 15th of November, I dove in with a particular interest in it’s UI. I’d seen a lot of game-play trailers, in which the UI is very minimalist.
Tom Clancy’s Ghost Recon: Breakpoint has just recently launched and I’ve picked it up, as I had a great time with the previous installment, Wildlands. The game is an online tactical shooter, in an open world sandbox. Players take on the role of a special forces operative sent to a fictional island in the Pacific Ocean in order to confront a fellow operative gone rogue. Players can play cooperatively with friends or an AI controlled squad.
As I’ve mentioned in previous posts, I’ve recently learned to use MODO, a 3D software. I’ve enjoyed the process and am impressed with how easy to learn the software was. Here’s a few more icons I’ve made recently which have gone live in Pearl’s Peril. I really look forward to making more intricate and adventurous icons in future.
The Elder Scrolls 5: Skyrim is an action role-playing game, created by Bethesda Game Studios, originally released all the way back in November of 2011. Players take on the role of a character in a fantasy country called Skyrim, in greater world called Nirn – reminiscent of Tolkien’s Middle-Earth. Following a guided introductory sequence and character creation section, players are largely free to roam the world and can pursue a life of swash-buckling adventure, saving the world from dragons, leading or crushing a rebellion, becoming a master assassin or joining a college of wizardry. Players can even ignore these larger than life pursuits and simply build a house and get rich, functioning as a blacksmith or as a merchant, or even becoming a bard.
There are many different games which have more original stories, with more enjoyable combat or with deeper, more meaningful narrative choices for the player to make. But, in my opinion, no one game has married together all the various elements required in successfully creating a fantasy realm for players to freely live a ‘second life’ in, in a way that’s as easy to slip into than Skyrim has. Because of the vast encompassing breadth of the world, the great well of lore and the gameplay’s reactive immediacy, I’m fairly confident that it’s my favourite role playing game of all time.
I recently created mock ups for a sci-fi strategy game for mobile. I created the ship selection screen as well as showing how it’s FTUE might look. *Disclaimer – The spaceship png’s are sourced from the game Dreadnought.
*More details coming soon!
I’ve spent a few weeks taking a course in MODO with the intention of learning how to make icons in a quicker, easier-to-edit way. This would also allow me to achieve a more uniform perspective and lighting than I was achieving by working solely in 2D in Photoshop or Illustrator, I finally have some work to display.
Days Gone is an open-world action game, developed by Bend Studio. It takes roughly 30 hours or so to complete the main story-campaign, depending on the player’s preference for side-quests etc. Players take on the the role of a biker who survives in a post-apocalypse over run with zombies and marauders. Gameplay consists of melee and ranged combat, motorcycle driving and maintenance, gathering resources, equipment upgrades, skills unlocks, quest objectives, map navigation, clearing areas of the map of zombie infestation, bounty-hunting on behalf of local settlements and more.
A fellow UI/UX designer at Wooga, my place of work, recently undertook an 8 week course in MODO, a 3D modelling software. I believe he had no prior experience with 3D modelling, but the quality of work he was able to produce after the 8 weeks was impressive, and with some more time he has begun regularly modelling and painting icons for our live game.
I recently felt like creating something bright and light-hearted, with a little more of a cartoony aesthetic, like I once did for my personal Match 3 project. I decided that I would work on a city-building game, since I am so familiar with them, working on Pearl’s peril at Wooga.
Isometric building images were sourced from City Airport 2 and are copyright © of Sparkling Society.
I recently attended a talk by Voodoo’s head of Berlin studio Alexander Willink at the White Nights conference. He spoke about Hyper casual games, an emerging genre which first grew to prominence in the app charts in early 2017. In this post I’ll explain what hyper casual games are, but firstly we can detail the prior existing categories, for contrast.