Designing the Front End
The Front-end menu system focused on the bleak area that the players are going into. The intention of the design is to capture the bleak tone of the game and area the Soldier players are entering and the place the Alien player is trying to escape. All screens are Designed to appear as if they are seen through an retro sci-fi camera in order to provide narrative and environmental context.
Front End Final
With each character being different wire frames to plot out how each character HUD works and reacts to certain aspects. It was essential to plan out the initial looks to quickly prototype how the design would be formed in game.
In this Image the Pyro class just picked up health, (Which can be seen along the outside edges.). The Info Panel in the top left is notifying players that the pyro has healed and that 4 of 9 bombs have been planted.
The Gunner in the start of the game. the Bomb objective existing 27 meters directly in front, with the medical cabinets highlighted in green and Ammo in yellow (which can be seen through the wall). While the door panel is highlighted in bright blue.
The Pyro running, while at Medium health.
The Tactition just blinded by the Alien, In the HUD a few things are happening.
1. The environmental warnings on the side are in the yellow warning the player.
2. The player has low ammo in their firearm, and their ability is on cool down.
3. The Alien has been wounded.
4. The current player is also wounded yet not critically.
Alien At there spawn, enter-able vents are highlighted.
Alien Hiding in a vent using its smell ability to find the enemy team.
Alien using cloak with the power bar (located center) draining.