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)”

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