Through many iterations of the visual language, I worked to design a flat and modern style, unique in the world of MMORPGs. I relied on white space as much as possible to create natural divisions between text and images instead of using borders and dividers.
I used consistent typeface styles to create hierarchies of information, which is especially important in text-heavy interfaces. I also converted the type to support localization of other latin-based languages and Cyrillic. OpenSans was chosen as the game’s typeface for most in-game text based on its readability, large character set, and numerous weights.
Some of the most common player interactions with Crowfall’s UI are through various floating windows, which are used for the game’s more prominent self-contained features.
Based off of complete mockups I made in Illustrator, Photoshop, and Adobe XD, I constructed these in Unity, using its UI toolset. Each makes full use of the layout tools, including layout groups and content size fitters, to ensure the window’s content looks consistent at different sizes and aspect ratios.
These can take the form of small contextual popups or full-screen takeovers, depending on how prominent they need to be or how much information they need to contain.
Some tooltips look similar to popups due to the amount of information that needs to be conveyed. These are not interactable, however, and only appear while the cursor is hovered over an item, power, or a similar object that needed expanded information.
The game design would often require large amounts of text in these tooltips, providing the challenge of displaying all of the necessary information in an understandable way. This made it especially important to effectively use different text styles, colors, spacing, and capitalization to create clear hierarchies of information.
I focused on creating a simple yet atmospheric aesthetic using high contrast to easily distinguish the game's elements. Many of the interface elements subtly float about, which ties it together with the game's space-themed world.
Additionally, I kept the "back" button for all menus in the lower left, so it would be more easily reachable when playing one-handed.
Some of the most common player interactions with Crowfall’s UI are through various floating windows, which are used for the game’s more prominent self-contained features.
Based off of complete mockups I made in Illustrator, Photoshop, and Adobe XD, I constructed these in Unity, using its UI toolset. Each makes full use of the layout tools, including layout groups and content size fitters, to ensure the window’s content looks consistent at different sizes and aspect ratios.
Some of the most common player interactions with Crowfall’s UI are through various floating windows, which are used for the game’s more prominent self-contained features.
Based off of complete mockups I made in Illustrator, Photoshop, and Adobe XD, I constructed these in Unity, using its UI toolset. Each makes full use of the layout tools, including layout groups and content size fitters, to ensure the window’s content looks consistent at different sizes and aspect ratios.
The rich text element allows you to create and format headings, paragraphs, blockquotes, images, and video all in one place instead of having to add and format them individually. Just double-click and easily create content.
A rich text element can be used with static or dynamic content. For static content, just drop it into any page and begin editing. For dynamic content, add a rich text field to any collection and then connect a rich text element to that field in the settings panel. Voila!
Headings, paragraphs, blockquotes, figures, images, and figure captions can all be styled after a class is added to the rich text element using the "When inside of" nested selector system.