The third and final if you can call it that, step towards developing the UX of the game came in the form of the in-game GUI (graphic user interface). The main reason I would consider this the final step is not because it is the very last thing to do, in fact there is many things that will need to be conceptualised after this such as the post race screen, the tutorial and the campaign modes themselves. The primary reason is that the in game interface signifies the final step towards me understanding the sort of style that I want…


This article is about the process of creating the car select screen. This is the second and possibly most pivotal part of the process of not only improving my UI skills but also giving perfect lap the identity that will set it apart from its competitors. The reason for this is not just because my overall skills improved but my own personal vision for what the game could be visually improved along with it.

The Internet killed the magazine star

It was eventually decided that the styling of the game from the menus to the in game UI was to be in the style of a…


When I began my journey as a UX designer, one of the main things that I was constantly told, in terms of feedback was that whilst the decisions behind my work made a lot of sense, the visuals needed a lot more polish. I didn’t really understand what “polish” actually meant, at the time. To me it was simply iterating over and over again, optimising the process until it’s reached its full potential. As I’ve spoken about in previous articles that was from the viewpoint of a programmer, not a designer (note that I didn’t say UX Designer).


As you can see from the colour scheme, the game takes a very heavy cue from the ridge racer series (particularly its fourth iteration, Type 4). I, myself as a person and the game by extension, make little secret of this. As per the usual standard with the development of any application, creative or not, it went through many iterations and changes, and it evolved quite a lot. It didn’t even have it’s current name until the last two months, for example.

Ridge Racer Title Screen
Ridge Racer Title Screen
Ridge Racer Title Screen

This write up will be on the shorter side, as this is a single page. This was effectively a test that I had to do for an interview within one day.I was tasked with re-designing one of the web pages on their website. This plays quite well into my strengths as I tend to specialise more in mobile first design, and I especially specialise in converting desktop pages into mobile friendly renditions.

I chose the landing page. My main reason for this, was because this is where most of the advertisement is made. Much of the conversion of the website…


After Five Cleaning — Introduction

After Five cleaning is a cleaning company whom do cleaning services for inside houses. They offer various types of different services and are available via their website. They needed an app designed that would allow them to add and edit the questionnaire that they would send their users to fill out when they want to request their services. This project differed in a sense from the websites and game UI that I normally designed. This was something considerably smaller, but because of that this also mean there was far less room for error. Simply put…


So, with that done. It was time to then design the components themselves. I already had the style in mind, and with the layout of it all. The shape was already set up for the menu components, however for the display of the vehicles and courses, for visual clarity, I had to change to more rounded rectangles. It also felt a bit too basic to use the same shape over and over (to the point of being lazy than anything).

General Rules and Menu Buttons

The initial designs of these was done with a few rules in mind. All were to start in black and…


So, now that the theory is out of the way, it’s time to obviously design the screens. The first thing I wanted to make sure I did, was sketch some wireframes for the screens. For these, I made sure to follow the same principle that I normally use with graphic design. Start simple, scale it all the way up. The UI’s described in the last post are the products of wireframes that have gone through re-designs upon re-designs, some even after going live (asphalt 8 being the eighth entry into the series). This isn’t the case for my product, so…


Wire Frames — Menu

Before any work could happen onto the computer. The first thing that really needs to be done, is to take a thorough look into what is on the market currently. Whilst I mentioned that many games today have an overly complicated UI and an average at best UX, this is was more to do with my experience as a gamer myself, it wasn’t concentrated targeted user research. This was. So, as I was starting on mobile. The first thing to be done was, go and download some mobile games. I started with three main titles.

Asphalt…


Project Introduction

After a lengthy break, I can finally post again. These next set of posts, are going to be about the UX and UI design of the product. To me, often times, game design is very closely entwined with user experience. My main reason for this type of thinking comes from a designer of team fortress 2. The man said in regards to balancing that whilst something may conceptually be fair, it might not feel fair. I apply the same sort of thinking to my game. …

For a visual only look at my work, see here — https://www.behance.net/TimothyWightman

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