GALAXY ROGUES

A SCI-FI REAL MONEY ACTION SKILL GAME!

 
 

WELCOME!

Galaxy Rogues is an innovative first person shooter gambling game where you take control of a gun turret on a carrier ship. The carrier comes under siege by a group of marauders, some of which are carrying loot from their previous raids. By destroying these enemy ships in particular, you can claim real cash prizes. Gain power-ups and use them to your advantage to clear enemy ships.

Do you have it in you to take control and defend the carrier from those out there looking to make you their next victim? If so, lock in and take aim!

 

Scope: 1 Year

Categories: UX Research, UI/UX Design, Animation + VFX

Role: Team project. Responsible for UI/UX Design, produced animation and VFX

Partners: Green Jade Games

Tools:  Draw iO, Photoshop, After Effects

 

 
 

LOCK IN AND TAKE AIM

Putting our players in front and center of the action was paramount, in order accomplish this we encapsulated the UI around the inside our cockpit. The style chose was that of a holographic digital HUD which would allow us to slightly tilt the UI elements to appear as if they were projected against the frame of the cockpit. Bright colors and glows establishes what our ‘call to action’ buttons are.

To maximize our view of the game area from the cockpit, the UI was anchored to the corners ensuring a players hands would not encroach on the middle of the screen. With this large viewing area our eyes can clearly track the enemy ships so that we may stay engaged at all times.

 
 
 

BASEGAME UI

 
 

 
 

ART ASSETS AND STYLING

Keeping in line with a futuristic space style, most of the UI have different variations of outer glows, highlights and drop shadows. Dialogue boxes and background elements use thin lines reminiscent of ‘schematic plans’ and are fairly opaque.

 

CREATION AND USABILITY

Most of the UI are modular and created using vector shapes that would allow them to expand or contract if need be. UI is then skewed and mirrored to create the illusion of perspective.

 
 

ART ASSETS

 

 
 

FONTS + LOCALIZATION

Choosing a google font made the most sense to localize, all of the special characters needed to meet our mark of 24 languages were already taken care of.

We implemented our fonts and maintained their styles through play canvas. Using simple strokes and drop shadows our dynamic fonts worked with ease, however for our large messages we saved the images out as PNG sequences.

 

 

ANIMATION + VFX

To reinforce the ‘digital HUD’ look I played with the glows and how elements might light up or turn off. Staggering the animation gives a natural feel of something ‘powering on’.

Although the heavy lifting of animations were more on the enemy ship side I did have a chance to create some of the other FX in game. First being an option of an enemy ship explosion, the second is a few options for our turret fire.

 

 

THE PROCESS

 
 
 

 
 

VISUAL DIRECTION

 
 
 

Our biggest inspiration came from other ship HUD’s and high tech schematics. Galaxy’s and nebula’s in space were a natural selection, we would used different colors for different levels as you progress. Our enemy ships also would use color as well as shapes to show the difference in strength and rarity.

 

 

SKETCHES AND WIREFRAMES