Planning – HUD Assignment

Design development process:

The design development process can be broken up into R.I.D.E., meaning Research, Ideation, Development and Evaluation. This is a tried and true method that helps provide a clearer roadmap, especially once planned, for projects and assignments.

The process is continuous, so even though you may have ‘completed’ your research near the beginning of the project, more should still be done throughout the duration of the assignment. You should continuously be analysing and evaluating your designs, and once you have arrived at a more finished design or prototype, you must evaluate that before either moving onto finalisation or going back to the ideation and development phase.

Plan of approach:

I plan to gather my references, create mood boards and analyse racing sim HUDs, real life dashboards and dashboard icons/symbols. I will also analyse driving games, paying close attention to the HUDs within them. To supplement this research, I will also research branding copyright and Intellectual Property Law, as well as real world brands. To do so, I will use the internet to gather the relevant images, compiling them in Photoshop. For the research and analyses, I will do extensive research online, gathering references, watching videos and reading articles. I will then use software such as Word and/or Evernote to type up said analyses before putting the finals onto my WordPress blog.

Once I have completed the majority of the research phase, I will move onto ideation and development. Here I will ideate and experiment, creating logos, layouts, mock-ups, extensive experimentation and thumbnails etc. I will make use of both traditional and digital mediums, such as Photoshop and Illustrator, to rapidly ideate and create thumbnails.

Upon finding several promising designs, I will develop them further, seeking critiques and responding to feedback. Once I have narrowed down the designs more, I will pick a few to develop to a more finished state. Once again, I will evaluate and respond to feedback before moving onto the final design/s.

After completing the HUD and supporting elements within the assignment, I will complete an evaluation, encompassing the entire design development process and how I created my work.

This plan of action makes use of the design development process, starting with research, moving into ideation and development and then onto evaluation. The process is rather fluid, integrating and moving between the different stages to ensure a coherent design and visual language.

 

Elements to include:

-Track/Mini-Map

-Speedometer/Speed

-Position/Positioning

-Laps

-Battery/Electrical Charge

 

-Icons on map/track

-Way-finder

 

Planning:

-Near-future, modern and sleek

-Electricity themes = blue, purple, energy, futuristic, neon, high contrast, glowing

-Environment = dark with bright, warm-coloured neon signs. Levels take place at night and evening, possibly early morning, therefore, lots of cool and neutral colours will help contrast the neon lights.

-Faded, translucent slots to house information, sleek and stylised to emulate a possible electric concept car’s dashboard. Bordered by bright strips of neon-like light, calm and non-distracting. However, once the player passes through a recharge point or pickup, the colour brightens and saturates, glowing and crackling with electricity. The default colour for these strips is blue, though if the player is getting repairs/HP or being damaged/running out of battery, green and red is used respectively.

-Possibly HUD element emulating that of a fighter craft, projecting information onto the windscreen (need to ensure that the information is readable and clear when on different backgrounds and parts of the environments).

-Charging up your car may allow for you to use your current vehicle’s special ability or weapon, for a limited period of time only, or perhaps for however many charges/ammunition is allowed.

-When targeting or being prompted to use this ability, a projected HUD with appear on your screen. You may interact with it by pressing a specific button or set of buttons.

-Battery is displayed either on the top or bottom of your screen, represented by a display. This display is either a physical gauge represented by the HUD or is a digital/stylised bar or gauge. The bar or gauge representing the battery and its charge is influenced in a similar way as the rest of the HUD in regards to the changing of colour and the neon-like lighting system. When depleting, the bar will change from blue, to orange and then to red. Once depleted, the bar will the empty and black, with a flashing rim of glowing red. When the bar is being influenced, either positively or negatively, a glow will be emitted by the current colour, it may also flash as well, possibly being bordered by an even brighter and more saturated version of that colour that is also flashing.

-When gaining electrical charge, the bar will turn green as it fills up, glowing and possibly flashing if you reach max charge.

-The brightness of the neon lights on the HUD is influenced by the amount of electricity in your car’s battery.

-Projected HUD used for targeting resembles symbols of batteries.

HUD Assignment Planner.jpg

 

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