Rob Martin's profile

Wildstar - PC - Carbine Studios

Brand new design of the Wildstar HUD. Most of the elements displayed here used to be stacked on one-another and created a "Pyramid" that directly conflicted with what made the game fun; Interactive telegraphs where movement is the ultimate demonstration of skill.
The primary goal here was to free up the play space beneath the characters feet and also display your vitals near your targets. Although having a target isn't required for most skills, it's a feeling players are used to and like having it displayed near their own vitals.
Art by Miguel Duran

Advanced HUD options allow the player to choose how much of the UI is displayed at certain times. It's entirely possible to turn off most of the HUD while exploring the world using these options.
Pictured here: Character resource mechanic is off until you go into combat, when the information becomes most important.
Art by Miguel Duran

With these HUD options, we were allowed to do something really cool; Introduce the UI piece by piece for the new player experience so they aren't overwhelmed right away.
Pictured here you can see a brand new character on a new account. Everything is turned off until the player needs it for the first time. XP comes in when you first earn it, your skills and resources appear the first time you equip a weapon. Potions, mounts and recall spells appear once you've earned your first one.
This allowed us to create an almost cinematic like experience at the very start of the game.
Art by Miguel Duran

Interface Addons List for first and 3rd party addons. This was our solution to the "minimap" problem the team had with 3rd party addons in WoW. Players can choose which addons get pinned to the HUD.
Addons can also trigger an event to display an "Alert" for their button. As displayed here the mail addon is letting you know that you have new mail.
Art by Miguel Duran

Re-design of the Game play options using the new style guide we're aiming to strive for with the rest of the game.
Major goals here were to achieve a consistent aesthetic style. Also to have controls look how they function. e.g. a checkbox that looks like a checkbox and radio buttons that look like radio buttons. This was a major problem with the previous iteration.
Art by Miguel Duran

Wildstar - PC - Carbine Studios
Published:

Wildstar - PC - Carbine Studios

Wildstar MMO RPG (PC)

Published: