Grapple
Tools: UDK3, Scaleform, Flash, ActionScript 3,2
Project Length: 6 Months
Team Size: 20
I'm doing all the UI for this capstone game. I also make kismet nodes to interface with my HUD elements as the designers request.
I really enjoy the breadth of knowledge I get when making UI elements. I don't need to know in detail how the AI functions, only the bits and pieces of it and that's fine with me. The same applies with the player and the world itself. A little bit of everything, because knowledge is power.
For Grapple I've made a main and pause menu using Scaleform but I'm switching the main menu to something even more interactive, a menu that's part of the game. This will both teach mechanics and provide a functional and essential asset to the game. The pause menu will still be boring... for now.
There are also some HUD elements like trackers for objectives and enemies that project 3D position to 2D coordinates so you know where to go and basic words on screen and images of what to press that appear, you know, the stuff you pay no mind to when there but is blatantly obvious when gone.
I've also been tasked to make a mini-map, but once that humdrumery is complete I'll move onto something fun. In this case, I'm going to project words onto surfaces, much like in the new Splinter Cell games. After that I'll make a world map appear in the world like the inventory system in Dead Space.
My Tasks:
Project Length: 6 Months
Team Size: 20
I'm doing all the UI for this capstone game. I also make kismet nodes to interface with my HUD elements as the designers request.
I really enjoy the breadth of knowledge I get when making UI elements. I don't need to know in detail how the AI functions, only the bits and pieces of it and that's fine with me. The same applies with the player and the world itself. A little bit of everything, because knowledge is power.
For Grapple I've made a main and pause menu using Scaleform but I'm switching the main menu to something even more interactive, a menu that's part of the game. This will both teach mechanics and provide a functional and essential asset to the game. The pause menu will still be boring... for now.
There are also some HUD elements like trackers for objectives and enemies that project 3D position to 2D coordinates so you know where to go and basic words on screen and images of what to press that appear, you know, the stuff you pay no mind to when there but is blatantly obvious when gone.
I've also been tasked to make a mini-map, but once that humdrumery is complete I'll move onto something fun. In this case, I'm going to project words onto surfaces, much like in the new Splinter Cell games. After that I'll make a world map appear in the world like the inventory system in Dead Space.
My Tasks:
- Main Menu (Scaleform)
- Pause Menu (Scaleform)
- Enemy and Objective Trackers
- Kismet nodes to display text and images
The giant arrows, the text presented on screen, the images rendered on screen and the icons on the guys with giant light beams are my work. There is a black screen from 1:25-2:07.