Automobilista 2 — first reveal of UI Designs by Vyxl

Back in November 2017 I sent an email to Reiza Studios, offering my services to design the UI and Branding for Automobilista 2 — a title that I don’t believe was announced at the time but was very much anticipated by the Sim Racing community.

Now, here in early February 2020 and with the original Automobilista title voted #2 best Racing Sim over at Race Department I am extremely proud to have been involved on both these aspects for the forthcoming succcessor to that title (please do check out the post about the Vyxl branding for AMS2 here).

Reiza recently shared some preview images of the AMS2 UI designed by Vyxl and assisted + guided by the awesome Reiza team, so I felt it would be good to share them here on Vyxl.co too —

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It’s no big secret that AMS2 is built on the foundations of the Madness Engine (Project Cars 2) so designing a fresh UI on that platform while retaining the brand feel of AMS1 and delivering a contemporary appearance has been a challenge — but a highly enjoyable one at that.

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As I am myself a long-term Sim Racer there was one particular design oversight made by many other Sims that I wished to ensure we avoid; placing any important buttons or information in the lower central section of the screen which is often blocked by Steering Wheels in the Players line-of-sight (a common setup for serious Sim Racers, to help the feeling of immersion).

This can be demonstrated by this early AMS2 UI mockup by Vyxl shown on my personal setup —

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Above you can see the important START button bottom right, with a button cluster for Replays and Options on the bottom left, and all central textual content floated to the top of each panel accordingly: all so the Player can navigate the UI comfortable from this viewpoint without the need to crane their necks around their Wheel rim to read awkwardly-placed UI elements.

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Loading Screen, with load bar across the screen top

The same design thinking is also applied to the Replay taskbar; an element that slides down from the screen top and auto-hides itself after a few seconds of Player inaction, allowing the Race replay to be fully visible —

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** Please note that all the content in the images shown above is placeholder and no final Game content should be inferred **

Automobilista 2 is scheduled for release in March 2020 and Vyxl is very excited and proud to have been involved with this fantastic title.

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Reiza Studios — Website
Reiza Studios — Facebook page
Reiza Studios — YouTube Channel
Automobilista 2 – Steam Page

If Vyxl can elevate your Brand, Game, App, Product, Service or Event — please get in touch by clicking the link below.

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Vyxl Pixel Art for RRW2020 (+31 x Wallpapers for Desktop & Mobile)

Vyxl is very excited to finally share some work completed … wow, 5 or 6 months ago now: Pixel Art for the 2020 Retro Rides Weekender!

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Featuring dozens of classic, retro and drift vehicles (and even some golf carts) that attend the Retro Rides UK events —’Weekender‘ at Goodwood Circuit, and ‘Gathering‘ at Shelsley Walsh— the artwork took around 2 weeks to complete with multiple revisions and a few Easter Eggs for the Retro Rides team. 

Read on for more… Continue reading “Vyxl Pixel Art for RRW2020 (+31 x Wallpapers for Desktop & Mobile)”

SIM RACING USER INTERFACE SURVEY

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Vyxl is requesting Sim Racers complete a quick (and fun!) survey here right here on the Vyxl website.

This Survey is intended for Sim Racers with a Steering Wheel in the line of sight of their primary display. It is not intended for Racers using VR or non-Wheel controllers.

The results will inform the UI design of the upcoming Automobilista 2 title, which Vyxl is currently working on. 

Results will be published in due course for the benefit of the entire community.

Please click the link below to jump to the Survey page —
Vyxl Sim Racing User Interface Survey

 

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Vyxl T-Shirt Design for Retro Rides Weekender 2019

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Always nice seeing real-world results of computer-based design work! Both the client — and Vyxl — are really pleased with the results.

Good luck to David at Retro Rides for his forthcoming event at Goodwood Circuit in the UK.

Hit the link below to snaffle any last-minute tickets (if any remain) where the T-Shirts will be on sale exclusively.

Retro Rides Weekender — Web Store
Retro Rides Weekender — Facebook Page

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Liam Wong TO:KY:OO

Super-stunning Photography of night-time Tokyo by Liam Wong, in his Book TO:KY:OO which is now well past its pledge target over at Vol.co

Blade Runner comparisons are inescapable, and is even the title of one of the pages – I also recognise a few of the locations such as at Ebisu, behind the famous Liquid Room club. Click each image for a larger view, or jump to over to Volume at Vol.co and support the book.

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UK Games Industry legends the Oliver Twins launch Game Dragons — Vyxl helps out!

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I’m hugely excited for UK Games Industry legends the Oliver Twins on their new consultancy venture. 

After working with them 10 years ago at Blitz Games, it was a real honour to work with them once again to deliver rapid Web Design/Build and Business Card designs, while providing light branding guidance on the way.

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They are “looking forward to talking to developers who are planning to scale up, investors wanting to find the businesses to work with, and brand holders after the perfect development partners.”

Check out their website below and get in touch if you’d like to talk with them.
Best of luck to them both with Game Dragons!

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www.gamedragons.com

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Red Dead Redemption II — A Quick Look (At the UI)

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Released today is Rockstars’ sequel to the superb Red Dead Redemption — a Vyxl favourite from way back in 2010. As part of my own work, I regularly save out examples of UI and HUD designs from titles for reference and inspiration.

While RDR and RDR2 appear to have quite ‘minimal’ and unintrusive menu systems, they are anything but simple from a design point of view, and the quality and style achieved by Rockstars’ team is superb overall.

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One standout piece of UI Design are the catalogues the protagonists can peruse at many of the games’ stores —

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Not only do the page designs look period-authentic but the implementation is seamless. Here’s a link to a video showing the catalogue & UI in action —
(if the link doesn’t take you to the correct timestamp, jump to 1:13.45)

 

Below are more screenshots of the games various panels, radial menus and HUD elements (all images clickable for closer viewing) —
Continue reading “Red Dead Redemption II — A Quick Look (At the UI)”

There are too many video games. What now? (Polygon)

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Hard-hitting article over at Polygon about the massive increase in game titles released every year, and the challenges facing smaller teams getting their work noticed.

One of the most eye-opening facts Polygon quote is the number of games on Steam nearly doubled year-on-year from 2014 onwards (1,772 in 2014 upto 7,672 in 2017); which equates to around 16 new titles a day currently. The number of games on Nintendo Switch’s eShop also multiplied by a factor of 5 in just a single year.

In a climate where every game is stuffed to the gills with five tiers of colored loot, massive open worlds, reams of optional content and a dozen content patches lurking on the schedule before the core package even hits store shelves, it seems that game developers are battering each other harder than ever before to compete for the attention of games worldwide — Polygon

Vyxl offers services such as Branding, UI and Graphic Design — that will really help your product stand out. That first impression; whether its’ your app store logo, or your UI, is all-important in engaging your players and customers. Get in touch!
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Take a read of the full article over at Polygon:
There are too many video games. What now?

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What Does That Funny Squiggle Mean? (BBC)

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manA fun set of short, BBC-licensed mograph videos explaining the fascinating history behind some of the familiar – and not so familiar – symbols we see on our modern devices. The most fun surprise here at Vyxl is the story of the ‘Little Pointing Hand’ symbol – well worth a watch during breaktime!

The @ symbol
& – Ampersand
‽ – Interrobang
¶ – The Pilcrow
# – The Hashtag
☞ – The Little Pointing Hand Symbol

Will that be One Space or Two?

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At Vyxl, well-chosen fonts need to perform and behave beyond design appeal and basic readability and that’s where we move into deeper areas of Typography (leading, kerning, tracking and layout design) as well as beyond into good copywriting.

Take a read of this superb Washington Post article and see if you feel strongly about either argument discussed.

It may be a nuanced subject (well, sure, it is) but for any content consumption, clearly messaged advertising, Brand acumen, solid UX or to help achieve plain language, the devil is in the details.

2 spaces?  I’m in!

The Washington Post