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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Seven years on from Oculus Rift’s launch, how far have we come?

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Very nice overview at the state of play with VR + AR technologies from Game Industry legend Andrew Oliver, one half of The Oliver Twins, co-founder of Game Dragons and Vyxl client. Andrew discusses how far we’ve come, where we are now, and what excites him about the future of these technologies. A great read!

Seven years on from Oculus Rift’s launch, how far have we come? (GamesIndustry.Biz)

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Vyxl offers Design services for VR and AR, and has recently undertaken projects across both technologies. Get in touch now, to see how Vyxl can elevate your Product, Game, App, I.P., Service or Event!

A Quick Look at UI’s in Racing Games (1986—2001)

As a keen fan of Racing Games and a veteran UI Designer, I thought it would be fun to take a quick look at User Interfaces in Racing Games.

And why not? A good excuse to include some colourful screenshots, note some of the details, and get nostalgic too! Click to read more.  Continue reading “A Quick Look at UI’s in Racing Games (1986—2001)”

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)”

Available now: piffle – a cat puzzle ball adventure (Hipster Whale)

Always fun times when friends & colleagues have a new game release — especially so when it marries teh cute kittehz with classic puzzle-bobble gameplay. So much joys!

Hit one of the links below to ensue an immediate cat deluge :)

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Discover Piffle – a cute arcade puzzle game full of adorable characters and…cats! Put your cat onesie on, quest through colorful worlds, stop the nefarious Doc Block and craft adorable Piffle balls to collect.

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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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Vyxl — Rapid brand for Digital Lions

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Vyxl has just completed a rapid one-day brand for Digital Lions; a new UK-based Games Company run by a group of industry veterans.

The branding was created with ‘serious’ and ‘veterans’ as cornerstones of the brand message, and ‘moonlight’ as a brand component which guided the colour palette choice.

As part of this short timescale job; 4K-resolution loading screens for PlayStation4, Xbox One and PC were delivered as well as load screens for leading mobile SKU’s.

Vyxl is looking forward to seeing Digital Lions secure funding for their forthcoming projects in the very near future :)

rFactor2 — ‘Racing Into the Future’ Marcel Offermans @ Luminis DevCon 2018

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It’s rare to see such an in-depth and revealing Game Dev talk available for free online viewing less than a week after the actual event (GDC I’m looking at you, here…). Yet here we can watch Marcel Offermans from Studio 397 talk about many of the processes involved in the ongoing rFactor2 race simulator development.

Of particular interest to Vyxl is their UI Design backstory, and the architecture overhaul needed mid-project. Additional to that Marcel explains many other facets of creating the title such as licensing and laser-scanning racetracks, tyre modelling and 3D model creation.

Thanks to Luminis DevCon for sharing, and Marcel for the fascinating talk.

Full Video:

(Marcel discusses the UI @ 34m, 53s)