CHRIS STUART

UI UX GAME DESIGN ART

WWW.FIEND.GAMES

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CHRIS STUART

UI UX GAME DESIGN ART

WWW.FIEND.GAMES

TITLE

UI DESIGNER

FOCUS

UI DESIGN

UX RESEARCH
SYSTEM DESIGN

Daybreak Games

4 years 3 months
Landmark
1 Year 2 Months
-

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TITLE

UI DESIGNER

FOCUS

UI DESIGN

UX RESEARCH
SYSTEM DESIGN

Daybreak Games

4 years 3 months
Landmark
1 Year 2 Months
-

PREV
PROJECT

NEXT
PROJECT

MORE INFO

Explore, Craft, Build, Share

Explore numerous biomes in an ever-evolving massively multiplayer voxel world.

Hunt, mine, craft and stake a claim to build on. Imagination is the limit.

ENGINE

Forge Light

FORGE LIGHT

Proprietary MMO Engine

1000+ players per zone

PLATFORMS

PC

Live Game Service

Steam

TOOLS

DESIGN & ART

Photoshop

Photoshop

Illustrator

Illustrator

Animate

Animate (Flash)

Actionscript 3

Scaleform

Scaleform

HTML5

HTML5

CSS3

CSS

XML

XML

PRODUCTIIVITY

Perforce

Perforce

Hansoft

Hansoft


Jira

Jira

Trello

Trello

Confluence

Confluence

Wiki

Wiki

Office

Microsoft Office

Google Docs

Google Docs

Open Broadcaster Software

OBS Studio


RESPONSIBILITIES

UI

DESIGN

WIREFRAMES

CONCEPT / PRESENTATION

DETAILED MOCKUPS

INTERATIVE PROTOTYPING

DOCUMENTATION

FINAL ART

ANIMATION

SCRIPTING

LOCALIZATION

UX

RESEARCH

STUDIES

COMPETITIVE ANALYSIS

USER RESEARCH

USER / USABILITY TESTING

INFORMATION ARCHITECTURE

HEURISTIC EVALUATION

HCI PRINCIPLES

STORYBOARDING

WIREFRAMES

FLOWS

COPYRIGHTING

GAME DESIGN

SYSTEM DESIGN

CAMERA DESIGN

COMBAT DESIGN

PRODUCTIVITY & LEADERSHIP

PLANNING

ESTIMATION

AGILE / SCRUM

PROJECT HIGHLIGHTS

HUD MODES

A two-layered HUD presents information on demand as players switch between exploration and world building.

  • Exploration Mode is a full featured third person MMO combat HUD.
  • Build Mode hides combat information in favor of building tools and toolbars.
  • HUD modes can be switched manually or contextually.
  • Each mode has a unique controlset with on-screen reminders and tutorialization.

WORLD BUILDING TOOLS

To keep 3D voxel sculpting as simple as possible, every world building tool can be accessed in a single interface, the Mega Palette.

  • Utilize an extensive library of game-ready materials, props, fx and templates with a few simple clicks.
  • Intuitively drag items from the UI directly into the world.
  • Search, filter and manage the toolset with favorites and customizable tabs.
  • Sculpt with primative and advanced voxel shapes using familiar gizmos.
  • Create, save and manage share-able voxel templates.
  • Equip anything in the mega palette to an expandable hotkey toolbar.
  • Multiple camera modes are available for immersion and building efficiency.
  • Time of day controls let players manage the atmosphere on their claim.
  • Voxel renderering modes help with claim troubleshooting and optimization.
  • Supports many common world editor shortcuts such as CTRL+Z for Undo and Q-W-E-R for Select-Translate-Rotate-Scale.

EASY VISUAL SCRIPTING

We used a player-friendly visual scripting system to give deep control over their claim.

  • Allows control of everything from material, fx and actor settings to dialogue trees and game modes.
  • Point and click spatial targeting makes connecting scripted objects a breeze.
  • Connected scripts are shown diegetically via a visible connection wire.
  • Spatial connection wires can be selected, modified and broken, with a single click.
  • The scripting interface allows for infinite extensibility.

GAME TOOLS

The game tools allow players to craft a vast array of gameplay experiences on their personal claim.

  • Game modes are built by placing 3D pawns which can be interacted with and edited.
  • Each pawn has a tailored interface for editing game mode variables.
  • The interface is infinitely extensible.
  • The competitive game mode HUD is highly variable and capable of supporting dozens of unique factions.
  • The 3D game pawns disappear during a match and can't be seen by visitors.
  • A main game control interface accessed from the HUD allows builders to run and manage games from anywhere on a claim.

DEEP CRAFTING

Multiple unique crafting interfaces were built to handle the conversion of dozens of raw resources into thousands of useable objects.

  • Clothing, weapon and armor crafting.
  • Building tools, props and fx.
  • Items, abilities and consumables.
  • Object converters and dismantlers.
  • All crafting interfaces are infinitely extensible.

SOCIAL & GUILDS

Landmark thrived on its community and with that came best-in-class social systems.

  • Cross-server grouping capability with full group controls.
  • Filterable friends list with notation.
  • Persistent offline mail system with item transfer.
  • Guild system with creation, notifications, custom member ranks and permissions.
  • A claim voting gallery with visitation and Facebook photo sharing.
  • Cross-server voice and chat interfaces with custom channel creation and moderation.

CLAIM MANAGEMENT SYSTEM

Players purchase and manage their claims through a series of diegetic and traditional interfaces.

  • Place a claim directly in the world with an overworld camera.
  • Snap on additional claim expansions.
  • Manage claim ownership and upkeep.
  • Grant building and looting permission to friends and the public.

ONBOARDING

A deep quest journal with collectible achievement cards doubles as a tutorial.

  • Progressive onboarding quests ease players into the more complex aspects of the game.
  • Dynamic quests fill the journal, giving individually-tailored direction in an otherwise open sandbox.
  • Collectible achievement cards display skill progression and future game systems.