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Ardent Seas UI Revamp White Box (WIP)

Late last year I was asked to look at the User Interface for Ardent Seas, Its a naval RTS indie game produced by a friend. I was asked to pour over their current interface and find a way to unify it all under an old rugged green and gray cathode feel, scanlines and all. Its still a WIP as we discuss placement, usage and design.

Posted with permission from
https://www.artstation.com/sargerho

Thanks for the opportunity to spread my legs.

Right focus in menu, designed around a mockup background of a ship on the ocean.

Right focus in menu, designed around a mockup background of a ship on the ocean.

Basic mockup of a multiplayer game search section. Its unclear whether there will be a chat function.

Basic mockup of a multiplayer game search section. Its unclear whether there will be a chat function.

Demo of the filter menu for match searches.

Search and filter functions to allow players some level of control when looking for their desired game.

Search and filter functions to allow players some level of control when looking for their desired game.

Lobby layout with up to 10 players, designed to allow players to change faction, color preset and team.

Lobby layout with up to 10 players, designed to allow players to change faction, color preset and team.

Slots function and changing their use case in a lobby.

Faction selection and ready up functionality.

Faction selection screen, an element I borrowed from Sins of a Solar Empire. Allowing players to understand some of the basic gameplay and lore behind their choice.

Faction selection screen, an element I borrowed from Sins of a Solar Empire. Allowing players to understand some of the basic gameplay and lore behind their choice.

Game setup options, allowing the player to change basic functions of game prior to launch.

Game setup options, allowing the player to change basic functions of game prior to launch.

In game HUD is always the biggest priority on any RTS game. Prioritizing data displayed while allowing the player to access more when needed.

In game HUD is always the biggest priority on any RTS game. Prioritizing data displayed while allowing the player to access more when needed.

The base HUD in-game is simple but certain elements are meant to dynamic to call attention is certain situations.

The game has a built in Codex system where in which entries are unlocked by in-game events.

The game has a built in Codex system where in which entries are unlocked by in-game events.

In-game settings changes and exit menu.

In-game settings changes and exit menu.

Mockup for basic video settings, placement and usage.

Mockup for basic video settings, placement and usage.

Graphics and effects setting menu.

Graphics and effects setting menu.

Ardent Seas uses a color/pattern preset system with a built in system for customization prior to game start.

Ardent Seas uses a color/pattern preset system with a built in system for customization prior to game start.

You select a faction, it spawns a representative ship and allows you to see how your changes effect your units in real time.

You select a faction, it spawns a representative ship and allows you to see how your changes effect your units in real time.

How the menus would work in practice for opening your customization menus.