Thursday, April 9, 2015

Racing HUD

In racing games the HUD does not vary off too far from each other. Every major components remain the same throughout in terms of the speedometer, etc... but one thing that has changed in the newer generation of racing games is the depth of the HUD. A simple way to put this is that the HUD has become more dynamic, Take a look at the following examples:

Burnout HUD

Need For Speed HUD

The Crew HUD

Split Second HUD

The main difference is that the HUD starts to play with all 3 axis instead of two that creates a simple static image. The idea of the HUD leaning into the screen gives it a much more dynamic sense of depth due to the newly added perspective to the UI itself. In some cases like Split Second, they push that even further by tacking it onto the players car itself (it moves!)

The car that I modeled was the Lexus LFA:

Its interior dashboard looks like:

Basically another digital based interface (supposedly because its too fast for an analogue?)

My current redesign: not exactly happy with it but thats the general idea in terms of the visual style that I could play with. Basic idea is to push the depth in to give it a more dynamic look (didn't really pull off what I wanted but its just a rough). The basic display is all crammed into one single unit which is heavily based off the actual LFA dashboard. The heathbar is the part that will change the most as it currently displays both a bar and numerical value. May try to tack it onto the speedometer's side and wrap it around instead. This wil create a composition issue due to the HUD being a box on the top right and essentially a circle on the bottom left. We are missing a map to make the HUD complete. May try to see if I can pull something like Split Second off if theres enough time (or even possible through UMG?)


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