Friday, April 4, 2014

GD: HUD Design Process

So for another aspect of our game level, we have to design the HUD! Using Kismet and draw sequences, we can tell the user how fast they're going, what lap they're on, and how close they are to boost.
First off, I had to do some research about speedometers. I wanted to make mine look like the one inside my car, but Austin FX4 dashboard images are surprisingly hard to come by! The closest I could get was this:
Which doesn't really tell us anything. So, instead, I decided to just do a basic 1960s design, using some old speedometers as reference.



A lot of old speedometers read left to right in a linear fashion, which works well for me as it's more difficult to implement a radial speedometer in kismet. I also researched a lot of 1960s graphic design to inform my shape language.


Everything's very geometrical, with clean edges and a simple design. This should be very easy to emulate! Finally, I took a look at some previous racing game HUD designs.


Which are all, similarly, very minimal. I wanted to come up with a design that was simple and unobtrusive, so here's my first pass!

No comments:

Post a Comment