3/24/2024 0 Comments 2b nier automata yoko taro gifMixing all of those aesthetics together, I arrived at my key concept for NieR:Automata’s UI: a design that was systematic and sterile, but also beautiful. I had several visual notions to work with: The previous game’s UI conventional sci-fi aesthetics 2B herself and the general idea of a luxurious and decadent world. When I put together NieR:Automata’s UI concept, I tried to make its sci-fi elements seem like a natural extension of the first title’s fantasy. The world of NieR:Automata leans heavily towards science fiction, but the previous title in the series (NIER Replicant/Gestalt) had more of a fantasy aesthetic. Try out the UI in-game, looking for any adjustments or polishes that need to be made repeat until you’ve got a finished, high-quality UI!įor this blog, I’d mostly like to focus on 1 and 2 – concept and menu screen design.Prepare data for these UI elements and hand it off to programmers so they can put it in the game.Make several designs for menu screens and on-screen elements, meeting specifications from the director and game designers.Come up with a visual concept design for the UI.When I design a user interface, my process goes something like this: Modern games are filled with health gauges, dialogue windows, and all kinds of menu screens and pop-ups that convey essential information. I’d like to introduce my UI work on NieR:Automata’s UI, and give you a look at the sort of direction YOKO-san gave as well. NieR:Automata director YOKO TARO can be quite particular about what goes into his games, and UI is no exception. Game UI – that’s short for “user interface” – often goes largely unnoticed, so I was glad to hear that some fans saw some of our other NieR:Automata devblogs and asked for one about my work, too! While this isn’t my first devblog, it’s the first I’ve written since Bayonetta 2. I’m Hisayoshi Kijima, the UI and mecha designer for NieR:Automata.
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