So one of the many hats I wear at work (we're a small software team) is the occasional interface design. On top of games, we do a lot of military simulation work where the comment that drives me nuts most of the time in regards to interface is "don't make it look too 'gamey'." They prefer crisp, clean, techy looking interface most of the time. Anyways, I've been beating my head against a wall on this latest design and didn't know if there were any other polycounters that worked on interface as well and if they had sites or games in mind they went to for inspiration.
Replies
http://pureav.deviantart.com/gallery/
- check portfolio & their clients
http://blog.coleran.com/category/portfolio/screendesign
id suggest studying stuff, how people orient things, how text looks, how things move, and incorporate that into your own cool ideas.
The 2Advanced stuff is very distinctive, as is Coleran's work. I always find myself looking back to Final Fantasy (the movie), and The 10 second shot in the 2nd Matrix film, where the ships are landing in Zion. That, and Metal Gear
45 degree angles are good. Solid, clean colors.
Could also try using the Kuler extension for photoshop, or the one on the website for some monochromatic color scheme help!
Good luck!
Justin Meisse - May your avatar and the horse it rode in on burn in hell. I totally freakin though I drank too much when it blinked, then it didn't blink for a long time when I looked, then out the corner of my eye I saw it freakin' looked at me.
Looking at movie stuff (like Coleran's stuff that Moose linked to) is great for visuals, but terrible for organization, layout or consistency. The point of a movie UI is to convey a single concept that works in a performance, which is not the same as working for productivity.
I really liked how the objectives in Splinter Cell: Conviction were projected onto the environment. I don't know what other recent games do that, but the E3 videos for Bulletstorm showed their in-game status/achievement text being projected contextually around the enemies they were about, and that looked well done.
http://wiki.polycount.com/CategoryUserInterface
Only links to this thread so far, but at least it's a start. We've had threads about UI before, anyone care to look for them?