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Sins of the Prophets UI : Unused

All of what you see here was designed to be mockups for what was planned to be the next version of the Sins of the Prophets UI. The design is based on the previous iteration, with higher visual fidelity. I should note that my UI style when it comes to total conversions tends to be heavily stylized. Playing on the users nostalgia to help create the atmosphere mods in particular need to create to separate themselves from the base game used. In recent years the trend for UI not only in Halo but in the industry in general has shifted towards minimalism, with that in mind these mockups were scrapped in favor of a simpler more condensed UI style.

Based on original Designs done by
https://www.artstation.com/wyvernzu

Sins allows for outside links via a batch file to launch external apps, So the community news section was intended to open discord or other relevant material.

Sins allows for outside links via a batch file to launch external apps, So the community news section was intended to open discord or other relevant material.

I was told when designing the UI to accommodate the potential six factions  that were planned for eventual development. The portraits here used essentially as placeholders.

I was told when designing the UI to accommodate the potential six factions that were planned for eventual development. The portraits here used essentially as placeholders.

The lobby was designed around creating a halo-esque lobby feel. In order to create that call back in the users mind.

The lobby was designed around creating a halo-esque lobby feel. In order to create that call back in the users mind.

 The team-plates are designed to perform a similar function to their Halo 4-5 counterparts by designating colors per team in the menu it gave a similar feel and function to a Halo multiplayer lobby.

The team-plates are designed to perform a similar function to their Halo 4-5 counterparts by designating colors per team in the menu it gave a similar feel and function to a Halo multiplayer lobby.

This was an experiment to create an easy to process graphic representation of what faction you picked. In hindsight it could user further refinement but the development never got that far.

This was an experiment to create an easy to process graphic representation of what faction you picked. In hindsight it could user further refinement but the development never got that far.

I wanted to create a fluid transition between the main lobby/menu and the submenus for settings. When clicking a button that produces a submenu the top bat folds out to displays the settings and closes just the same.

I was quite proud of this development, even though it was eventually scrapped. The banner was only visible with the mouse hovering over that section as not to crowd the screen.

This was a mockup designed to create a functionally condensed Faction select screen. Any relevant information about each bit wouldn't be displayed in text form unless the user put their mouse over the corresponding section.

This was a mockup designed to create a functionally condensed Faction select screen. Any relevant information about each bit wouldn't be displayed in text form unless the user put their mouse over the corresponding section.

A pretty straight forward menu, designed to allow a player to customize their player icon prior to a match.

A pretty straight forward menu, designed to allow a player to customize their player icon prior to a match.

A simple screen that allowed players to change their visible name, prior to gameplay.

A simple screen that allowed players to change their visible name, prior to gameplay.

I used subpixelation to create a somewhat mechanical feel to buttons on screen to give a more noticeable effect of a click by players.

Match settings and game-mode screen allowed players to customize a game to their liking prior to launch.

Match settings and game-mode screen allowed players to customize a game to their liking prior to launch.

For game mode buttons, I wanted to provide additional information. When un-selected the button pops down and provides a small snippet of additional information regarding the game mode.

This screen in-game is designed to show your standing in relation to every other player still in the game.

This screen in-game is designed to show your standing in relation to every other player still in the game.

This was a bit of a shift in terms of how the information on this screen is presented with the portrait being seated to the right and different space allocated to mission settings and diplomatic functions.

This was a bit of a shift in terms of how the information on this screen is presented with the portrait being seated to the right and different space allocated to mission settings and diplomatic functions.

A demonstration of how the missions are displayed between players in-game.

A demonstration of how the missions are displayed between players in-game.

Another feature I am quite proud of that is still used in my own project is a simple relationship menu. In stock sins, this screen is crowded with UI lines and overall is quite confusing. this is simplified.

Another feature I am quite proud of that is still used in my own project is a simple relationship menu. In stock sins, this screen is crowded with UI lines and overall is quite confusing. this is simplified.

A mission parameter menu brought up to the same level as the stylization as its constituent menus.

A mission parameter menu brought up to the same level as the stylization as its constituent menus.

Basic layout and grid for the research menu. The buttons were already defined as a set size, All I was tasked with doing was giving the grid a better look and feel.

Basic layout and grid for the research menu. The buttons were already defined as a set size, All I was tasked with doing was giving the grid a better look and feel.

These were designed as placeholders in lieu of yet to be created character art. The images used were placeholders aggregated from google searches to differentiate them in functionality testing.

These were designed as placeholders in lieu of yet to be created character art. The images used were placeholders aggregated from google searches to differentiate them in functionality testing.

Placeholders and locked portraits for yet unannounced 6th faction.

Placeholders and locked portraits for yet unannounced 6th faction.

These were referred to as faction plates and replaced the small 10x10 pixel image shown in the stock game to make a players faction choice apparent via glance.

These were referred to as faction plates and replaced the small 10x10 pixel image shown in the stock game to make a players faction choice apparent via glance.

A mockup and personal favorite in-game HUD mockup for the Swords of Sanghelios faction. Borrowing from both Covenant and Sangheli style to create something unique.

A mockup and personal favorite in-game HUD mockup for the Swords of Sanghelios faction. Borrowing from both Covenant and Sangheli style to create something unique.

The banished aesthetic created in Halo Wars 2 can be described as Klingon-esque. Which is where my design choices came from. Again, this is a mockup which was never used in-game.

The banished aesthetic created in Halo Wars 2 can be described as Klingon-esque. Which is where my design choices came from. Again, this is a mockup which was never used in-game.

Mock up for the sentinel faction in-game HUD. Based on depictions of various forerunner technologies and writing.

Mock up for the sentinel faction in-game HUD. Based on depictions of various forerunner technologies and writing.

Multiplayer lobby brushes used to demonstrate how the functionality was created.

Multiplayer lobby brushes used to demonstrate how the functionality was created.

Some more demonstration of bulk brush files. All the elements here are used across the main menu UI.

Some more demonstration of bulk brush files. All the elements here are used across the main menu UI.