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The One About Menus

Menu design. Two words that make a lot of game developers shudder. That menu that you designed yesterday will change today. It will change tomorrow. A year from now, your lovely menu will look like a monstrous hybrid of compromise, feature creep and “I forgot about that button”. Almost everyone I know in game development has felt the pain of menu design. Alternately, a smartly designed menu system can feel like a bigger win than even the most polished gameplay mechanic.

Design for the Platform: What iOS?

Designing for the platform seems like a simple idea, but I think it’s one that’s woefully underutilized. A menu that really “pops” on the PS3 or that seems “really smart” on 3DS gets redesigned for iOS and it’s terrible. Most good iOS games take advantage of the system menu design already inherent on the platform. Cover flow, pinch to zoom, and drag to pan work because they are proven mechanics that already exist in iOS. 

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I almost NEVER see good iOS developers reinvent the wheel when it comes to menu navigation mechanics. But I think that’s okay. Some of the best menu design comes from smartly building of off Apple’s conventions. Task is a great example of this (I realize Task is very similar to Clear, but I think Task is a little bit better). I can’t believe how well they use pinch navigation to create and manage events. Plus the layout is simple! 

Task in Action! (Photo from http://thenextweb.com)

Task in Action! (Photo from http://thenextweb.com)

All the Stats!!

When initially designing menus for Project 2, I looked at a LOT of RPGs on iOS. A ton. Most of them have terrible menus, but I don’t think it’s from a lack of effort. The overarching issue I found was information overload. Most RPGs have complex systems and the temptation is to show the user everything. Why show JUST the skill tree when you can show the skill tree, items, weapons, quests, system options, and crafting all on the SAME screen?

The problem is this design is for crazy people, by crazy people. That amount of information will drive away all but the most hardcore RPG fans. Honestly, I was also guilty of this sort of temptation early in our current project’s development cycle. Here is the early crafting menu:

All the Info, All Wrong

All the Info, All Wrong

Although this menu isn’t as horrendous as some of my other creations, it’s still pretty bad. There’s too much text, too many data fields, and too much information to sort. We actually used this menu system for our first 9 months of development. Then, one sad, cold morning, I admitted defeat and began redesigning the entire menu system. Primarily, I decided to start over because the menus were overloaded. Even worse, I decided...

Your Menus are Ugly

Our menus were ugly. It was painful to admit, but it was true. Our menus just weren’t working so I went back to the drawing board and looked at a lot of other designs. The ones I liked were 3 things: functional, simple, and beautiful. This last characteristic is crucial and overlooked a lot of the time. More importantly, the best menu's beauty resonates with the overall design of the game. Although it wasn’t the main inspiration for my redesign, a great example of this integration is the menu system in Real Racing 3:

Beautiful Design Integrated Seamlessly with Gameplay

Beautiful Design Integrated Seamlessly with Gameplay

Primary menu navigation in Real Racing 3 is swiping up and down. Sub menus are accessed via hot corners (buttons) and the entire design pans smartly over an asphalt texture. A lot of information is presented, but never all at once. On screen elements are large and filled with “beauty shots” of cars. Most importantly, they remind you why you’re playing (great looking cars) and funnel you quickly towards the gameplay.

After several redesigns, the new crafting menu in Project 2 looks like this:

The New Crafting Screen! Now with Less Ugly!

The New Crafting Screen! Now with Less Ugly!

The redesigned menu fits with the gothic art nouveau theme found in the rest of the game. Navigation is handled either by swiping the bottom toolbar or tapping on the character/elements in scene. Statistics are found on cards like this:

The New Crafting Screen: Craft Harder

The New Crafting Screen: Craft Harder

Elements are nearly full screen, with large, easy to understand information panels. Swiping left and right is similar to the cover flow mechanic seen everywhere in iOS. Most importantly, the design elements fit perfectly with the rest of the game. I no longer feel like “Oh now I’m in menu land”. Flawless victory right? Not quite...

Never Go Half Circle. Only Full Circle.

After nearly 7 years in game development, I’ve learned a hard lesson: Nothing you make is precious. It will be redesigned, trashed, exploded, and kicked to the curb. Right before your project becomes Cat Hospital 3! Kidding about the last part, although that’s always a possibility as well if you aren't independent. 

Iterate on the design. Don’t ever be afraid to start over. That button you just made? It can probably be better. That awesome layout? It will change anyway, so go ahead and mentally prepare for that. There is no such thing as a perfect menu, but staying flexible will get you closer to that goal. Putting your design in a little glass box where it can’t be disturbed isn't good for game design. Sometimes, a fresh start is the only way to go. Or like 6 fresh starts.

Our Favorite Things in 2012

Happy New Year! 2012 was a great year at Pixel and Texel. We spent most of it developing our new title, as well as finishing support for Fara and a few other projects. Any year that we get to spend our days developing games and working on new things is a success. Sometimes it's easy to focus on the future (what are going to make next?!, what should we do?!, etc!), but we are incredibly lucky guys to just be making games TODAY.

Okay, now that we've got all that philosphical junk out of the way, on to some fun lists! Everyone seems to make these at the end of the year, and we always enjoy reading/discussing/disagreeing with them. So, without further ado, here are things that we loved in 2012!

**Note, Andrew's list are things that actually came out in 2012. Brett's are just things he liked, because, well, he tends to wait until holidays and birthdays for his games, so he is usually a year behind. Also, he is grumpy and likes what he likes, dangit. Regardless of the year!**

 

Andrew's List:

Games: 

Sound Shapes (Vita) -Brilliant platforming design. THE reason to own a Vita.

The Walking Dead (PS3) -Probably the best story in a game ever. Not sure how much gameplay is really there, but I didn't care.

Persona 4 Golden (Vita) -Completely addicting, strange and engrossing. I ended up caring more about the daily life of Inaba than actually fighting through dungeons.

Resident Evil Revelations (3DS) -The best Resident Evil game this year (and I actually liked 6!). Tense, gripping survival horror.

True Skate (iOS) -I love this game. It is basically just a sandbox to play in (with a virtual skateboard), but I played it until my fingers cramped. The skateboard just "feels" right.

Music: 

High on Fire - De Vermis Mysteriis -Amazing sludge metal from the best metal band around.

Gemma Hayes - Let It Break -Brave, ethereal songwriting from Ireland. 

Tanlines - Mixed Emotions -This album was sorta trendy. But I really like it a lot. Synthesizers, beat heavy, great lyrics.

Hard Girls - Isn't It Worse -The best punk album of the year. Passionate and real. I cannot stress enough how good this is.

Sharks - No Gods -The Clash meets something newer. Absolutely great songs.

Movies:

Moonrise Kingdom -Probably the best Wes Anderson film in a long time. A great intersection of drama, comedy and surrealism.

The Dark Knight Rises -A fitting end to the trilogy. Some people didn't like it. These people also don't like good things.

The Cabin in the Woods -Incredible horror/comedy/parody. The last 15 minutes are amazing.

Bernie -Jack Black is so, so good in this one. It also nails the feeling of small town Texas.

Jeff Who Lives at Home -A beautiful, life affirming movie. Jason Segal's best.

 

Brett's List: 

Games

Skyrim (Xbox 360) *You don't finish Skyrim (But I killed Alduin)

Journey (PS3) *Beat this 

Deus Ex: Human Revolution (Xbox 360) *Beat this

Sound Shapes (Vita)

Letterpress (iOS)

Music

*Warning!* There is some dubstep, but the list is rather eclectic (Brett's Hypemachine Profile):

http://hypem.com/brett_estabrook

Movies 

Dark Knight Rises

Django Unchained

Looper

Avengers

Moonrise Kingdom

Anime I Got Into:

Steins;Gate 

Ghost in the Shell

Darker than Black 

Black Lagoon

Phantom: Requiem for the Phantom

Cowboy Bebop

 

Gallery Update!

Hi everyone! We just wanted to share a quick update on Fara's development progress. Things have been going great and we currently have a build of the game that we consider Beta. We are really excited that things are moving along so quickly and we'll be announcing the official launch date of the game, as well as our trailer (made by the awesome Graham Dunn) very soon!

Also, the Fara media gallery has been updated with current images from the game. We've also added some previously unreleased areas/gameplay to the screenshots, so be sure to check it out!

Kickstarter and Official Game Title!

As the end of development nears, we decided to put together a Kickstarter page to help us secure a bit of additional funding and push to the end. For those that don't know, Kickstarter is a great site that helps small companies or individuals get creative projects off the ground. The neat thing about the program is that people who help fund a project receive special gifts for their support. In our case, people who help us out will receive things like a poster, original art, soundtrack, special thanks in the credit, or, of course, a copy of the game!

We are really excited about the opportunity to get people more involved with the development process and hope that you or someone you know chooses to partner with us! The other big news today is that we have decided to use our Kickstarter campaign as a platform for officially announcing the title of our game:

That screenshot is from the in-game title screen, and is also a first peek at the art style that will feature in the game's cinematics and character portraits. The name "Fara" is derived from Old Norse, meaning "to travel", and plays an important part in the game's story. If it sounds strange, don't worry! We will reveal more about the world of Fara soon! Also, we'll be sure to give several updates regarding our Kickstarter progress, as well as an outtakes video revealing just how many takes it took Texel and I to make the video for the site. So stay tuned!

What's Old is New: Finding the Retro/Modern Balance

Recently, The Smithsonian American Art museum unveiled the winners of a 2012 exhibition that will display videogame art. Out of the 240 nominees, 80 were chosen, and, for the most part (uh....I'm looking at you Battle for Middle Earth II) the choices were sound. Because videogame art seems to be getting a lot of press lately, I thought it would be a great time to discuss the art style for our forthcoming game.

Before starting our project, I thought a lot about how our game should look. We knew it was going to be 2D and I knew that I wanted it to have retro inspired look. However, with Texel's engine, we could do a lot more than simply draw sprites or tiles (as I mentioned in one of our earlier posts), so I also knew that I wanted to incorporate some more modern aspects (like particle effects). The final piece of the puzzle was the fact that the entire game world would be one, large single canvas.

I quickly came to the conclusion that the world should be a highly rendered, painterly environment. With the ability to work on such a large canvas, and no need for repetition, this was a natural choice. Next, I needed to determine the look of the painting. The past few games I've worked on focused more on layer styles in Photoshop, mixed with clean design and occasional cartoon exaggeration. I love this sort of style, but I knew for our game I wanted to try something different, so I opted for a super saturated, detailed oriented look. Also, I made sure to paint from a predetermined palette for each world area, so all of the colors would feel unified. Working in this way has been really enjoyable, and I've loved trying to pack as much detail into every screen as I can.

Once my first area (a beach and a forest) were complete, I began to think about how the characters in the game should be portrayed. My initial impulse was to paint them in the same style as the background, but this yielded terrible results. The main issue was that the characters meshed too much with their surrounding environment, and the whole thing started to feel muddy. Without the ability to easily tell environment from character, I worried the gameplay would suffer.

At this point, I started thinking about past games I've played, in particular The Secret of Mana (which can be found in the gallery at the top of this post). This Super Nintendo classic used outlines around all of its character sprites to differentiate them from the world. As a test, I took my test character, drew a hard black outline around him and placed him on top of my world canvas. The effect was a success, as an easy distinction between the character and the world became apparent. The only remaining issue was that the highly painted character looked out of place with a black outline, which was more reminiscent of classic games (try this site out for great examples of old school pixel art). I tried redrawing him with a more retro inspired flavor and found it not only unified him with the black outline, but the different style helped him stand out from the world even more.

As time wears on and I draw more characters for the game, and look at my completed environments, I feel that I have developed an art style that is beautiful without intruding on gameplay. Because in the end, the game's art style should compliment the game design. After all, that's what makes a video"game" fun, and video"art" something you were forced to talk about in your college art history class.