Group: Dead Enders
By: Douglas Freed
DEADSPACE UI ELEMENTS
Diegetic Interface Environment
REFS CONTINUEDSave Station
• Diegetic UI consists of multiple avatar
interaction with space and environment in-
• Utilizing Sci-Fi fiction, most interfaces blend such
as holographic maps, screens, and in-game
media which involves the player to interact
with the environment themselves.
• Using the avatar as a medium to display
gauges and health was a unique design as
said in most reviews.
• Some concerns are about the necessity to
focus on camera angles to keep track of UI
elements since none display on screen as non-
• Overall game is dependent on Diegetic UI
elements. With some Spatial elements disguised
as interactive UI.
INTERFACES AND NOTES
Some Elements could be
brighter. I can understand
suspenseful games require
a dark setting, but in that
moment you pause to shop
or upgrade, it would be
better to see more clearly
what you’re working with.
I think the targeting system
is interesting but forces
accurate shooting in a 3D
space without a FPS
perspective. Shot counts
can also be misleading the
way it is currently projected
with the environment UI.
As Diegetic UI seems to be
the main focus, the gauges
become harder to keep track
of. I would actually prefer a
non-diegetic gauge on-
screen. Or at least a display
option to better view status of
IDEAL INTERFACE - NOTES
• Adding Gauges to the screen as non-diegetic
UI would help support users keep track of their
character in dangerous 3D environments.
• I have no intensions of making the screen too
busy as the example >>>
But the elements I require are present to what I
wish to design.
• Color Balance is essential for diegetic game
experience, but I would like to use color
coordination to better display functions of
each gauges’ purpose. For example gauges
changing color when characters are losing or
low on health. Keeping colors all the same may
be too uniform or probably blend too well to
• Ideally I wanted to create new
gauges to work as an optional health
display for those who think keeping
tabs on the avatar a bit challenging.
• I also wanted to change the Ammo
Display from a number display to a
• Most of the game’s icons are a bit
complex and sometimes hard to see
to make out what the image
represents. The game takes place
deep into the future with somewhat
broken technology so I can imagine
simpler designs if the human
symbolism isn’t that different in space.
• I clearly noticed that the Save Point
Icon is an image of a Camera. It took
awhile for me to figure that out, so I’m
considering that needs a change too.
Improved vision of status
gauge plus added gauges
for more variety.
User Friendly Identifying
ammo system and
Warning icon to help those
prepare for a fight.
SYSTEM VIEW WITH FINALIZED ICONS
Also added a map system for better guidance control.
Designed 20 space like
vehicles to fit the games’
Designed 20 different
weapons that are functional
to what the game was
originally made, but some
weapons have added
functions I made myself.
Develop Character concept
designs for the redesigned
W.I.P. Just need to scan other
pages of characters.
Selected one character of
my liking and detailed him
out and made a four view
turnaround of the developed
[Currently under Finalization steps]
Picked out one of my
favorite weapon choices to
finalize. An Electric Chain
Grappling Gun. Created
Top, Side and Perspective
Vehicles are not my
strongest form of art but I
picked what I could work
with and developed its
I chose another Character
to Finalize for creating an
Simple example of my
weapon of choice being
displayed on a spec screen
of the game.
The game originally did not
come with vehicles to ride
manually, but I put
together the vehicle with
the character in an open
area to depict a use for
using vehicles in-game
Using the character I
finalize to be an interactive
NPC on the Riglink which is
the form communication in