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User interface has to harmonize with the rest of the game art and design style, but also needs to let those aspects play the main role. When Creative Assembly started working on the UI of its new game, the CA team carefully analyzed, dissected and recomposed their existing elements. The UI team took apart all panels, dug down into wire-frames, set up a repository of different types, methods, inputs, and visual language usages. They identified common principles and main interaction forms, as well as underlying and more blatant issues. In this talk, Creative Assembly’s Fabian Vercuiel will walk through this adventure with the audience, get them through the depth of the complexity of a core strategy UI, share findings and best practices, and some stories about what worked and what didn't. He will also get a bit into the team-side of the story, share tales from the trenches and show examples of the result.
Attendees will gain an insight of the thought-process, workflow and methodology behind designing and stylizing ‘Total War’ UI and implementing a core UI strategy.