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 —

AMS2_UI_j_0_RACE_MENU_E_5_finalb

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.

AMS2_UI_j_4_TEST_DAY2_4_final_V2

AMS2_UI_j_7_GLOBAL_TRACK_SELECT2c_1

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 —

AMS2_UI3_CHRISVYXLRIG

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.

AMS2_UI_j_8_LOADING2_7_final
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 —

AMS2_UI_j_10_REPLAYS-INGAME_V10 copy 2

** 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.

AMS2_logo_blog_post_header

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.

cropped-vyxl_logo_2020-06-1-2.png

VYXL_btn_CONNECT

Vyxl designs for VR: AVERT

Vyxl is hugely proud to have been involved in the AVERT platform (Adaptive Virtual Reality Training) — a live VR Training system currently being demonstrated to Police Forces around the UK. 

Vyxl was involved in designing the VR-Operator UI, Location Maps and Taser Iconography for the system, which has already been demonstrated to over 60% of the UK’s Police Firearms organisations.

Check out the pretty awesome AVERT trailer above, and examples of Vyxl design work below —

AVERTUI_2_ENVIRONMENT_MENU

AVERTUI_6_MAP_SCREEN

AVERTUI_13_CUSTOMIZE_CHARACTER2

AVERTUI_9_SLIDER_BUTTON_EXAMPLES

AVERT_RADIAL_MENUS1_TOOLTIPS

AVERTUI_14_REPLAY_CONTROLS

FloorMap.PNG

Many thanks to Andrew at Oakley Mobile, Hannah Merton, and best of luck to the team demonstrating this exciting Training system around the UK.

The official website for the platform can be found at — https://avert.training/

AVERT-team-photo

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

cropped-vyxl_logo_2020-06-1-2.png

VYXL_btn_CONNECT

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)

https_%2F%2Fblueprint-api-production.s3.amazonaws.com%2Fuploads%2Fcard%2Fimage%2F870763%2Fde308007-24ea-47da-8fd0-7774f40c2591.jpg

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.

RDR2l

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

RDR2pRDR2nRDR2oRDR2qRDR2r

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)”

Article — Designing Adobe’s Evolving Brand System

Sonja Hernandez -Experience Design Manager for Brand + Icon teams at Adobe- explains the process and development of rebranding the icons for Adobes’ Creative Cloud (CC) product family, and reveals the latest changes (hint; it’s not seen in the thumbnail…).

 

UI/Branding Teardown — Project Cars 2

1882125

Fourth in an ongoing series of ‘UI/Branding Teardowns’ at Vyxl. The articles in this series are not intended to be excessively deep, but focus on key aspects of a game titles’ UI and Branding; providing a summary intended for design reference.  Continue reading “UI/Branding Teardown — Project Cars 2”

UI/Branding Teardown — Automobilista

au_logo.jpg

Third in an ongoing series of ‘UI/Branding Teardowns’ at Vyxl. The articles in this series are not intended to be excessively deep, but focus on key aspects of a game titles’ UI and Branding; providing a summary intended for design reference.  Continue reading “UI/Branding Teardown — Automobilista”

UI/Branding Teardown — Assetto Corsa

13d69c50-ede5-461d-a636-bdb2f8e14988Welcome to the second in an ongoing series of ‘UI/Branding Teardowns’ at Vyxl. The articles in this series are not intended to be excessively deep, but focus on key aspects of a game titles’ UI and Branding; providing a summary intended for design reference.  Continue reading “UI/Branding Teardown — Assetto Corsa”

UI/Branding Teardown — RaceRoom Racing Experience (aka RRRE/R3E)

RRRE_UI_0012_Layer 14

Welcome to an ongoing series of ‘UI/Branding Teardowns’ at Vyxl. The articles in this series are not intended to be excessively deep, but focus on key aspects of a game titles’ UI and Branding; providing a summary intended for design reference.  Continue reading “UI/Branding Teardown — RaceRoom Racing Experience (aka RRRE/R3E)”

Gran Turismo Sport: 20 Years of GT

With the imminent release of Gran Turismo Sport, Sony Interactive have released this look-back with the original team discussing their visions and methods.

Racing titles -simulations in particular- are a favourite games genre at Vyxl, and there’s no doubting Gran Turismos’ huge impact and legacy on the ‘simcade’ sector of this market.