Tag Archives: Flash

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Fable The Journey UI Videos

Going back a few years to 2012, fresh out of University I was lucky enough to get the opportunity to work at Lionhead Studios as a UI Artist on the Xbox 360 Kinect title, Fable The Journey.

I realised I never got round to making some videos of that work, so here is a menu and HUD demonstration.

You can read a bit more about them and see some screenshots on my portfolio pages at:
http://www.missjenart.com/fable-the-journey-menus/
http://www.missjenart.com/fable-the-journey-hud/

Fable Anniversary Inventory Menu

Fable Anniversary Inventory Menu

I worked as a GUI and 2D Artist on Fable Anniversary by Lionhead Studios. Fable Anniversary is a remastering of the Fable The Lost Chapters, which is now 10 years old! I was tasked with creating a remastered user interface which would honour the original game while still achieving a freshness which suits the current generation of consoles.

The inventory screen was one of the biggest changes to the UI. The original game had many levels of options which you had to go back and forth through to find what you were after. I have tried to simplify it by creating a new layout which allows for quicker navigation. The Xbox 360 Controllers trigger and bumper buttons control which section you are viewing and their sub-sections. The two thumb sticks and D-pad are put in control of filtering the content and reading item descriptions.  Using this new layout players can quickly flick from choosing their equipment to reading about their current quest with minimal button presses.

Fable Anniversary Inventory Menu

Fable Anniversary Inventory Menu

The Region Map screen now has more space to show the map and text for each location, making it easier to see region information at a glance such as which shops a town has or if any houses are for sale. Players can also filter the location list so only regions that have active quests are displayed. The world map itself has had a big visual style update so it looks more hand drawn and compliments the updated mini maps. I referred to the original Albion map heavily and was keen to try and keep a familiarity between the old and new. By keeping the colours similar I hope that, at a glance, players still recognise it as the iconic Albion map. A new full screen world map view has been added, allowing players to zoom in and pan around to explore every fine detail as well as utilising it for loading screens. It was important to me that the map should become more of a feature, animations and a few hidden surprises have been added for the keen eyed adventurer.

Fable Anniversary Inventory Menu

Fable Anniversary Inventory Menu

More information about creating the Albion map can be found here.

I wrote a blog comparing the original UI from 10 years ago with my updated UI.  Read about it here:  http://www.missjenart.com/projects/fable-anniversary/fable-anniversary-ui-old-new/

The project was powered by the Unreal Engine 3 and Scaleform.

Publisher: Microsoft

Format: Xbox 360

Studio: Lionhead Studios

Year: 2014

Fable Anniversary Achievement Icons

Fable Anniversary AchievementsI worked as a GUI and 2D Artist on Fable Anniversary by Lionhead Studios.  Fable Anniversary is a remastering of the Fable The Lost Chapters, which is now 10 years old!  I was tasked with creating a remastered user interface which would honour the original game while still achieving a freshness which suits the current generation of consoles.

Fable Anniversary Achievements MenuI love working on achievement icons for games!  The ones for Fable Anniversary were particularly fun to work on.  They follow a visual theme of postage stamps, with their value being the gamerscore earned by completing that achievement.  There are also a number of achievements which have three versions of icon, which image gets unlocked is based on the choices you made in completing that achievement.  For example, to unlock the achievement called What Are Ya Sellin?, you can either make a profit from selling to a trader, or steal an item using the “Steal” expression from a trader.  If you make a profit the icon with the money bag is shown, if you steal an item the icon with a thief is shown, and if you do both actions an icon with both of the images is shown.

Fable Anniversary Achievements MenuThe achievements are displayed in the book themed game menus, presenting them as a stamp collection album.  Ted Timmins, the  game design on Fable Anniversary talks more about designing the achievements over on the Lionhead Blog.

I wrote a blog comparing the original UI from 10 years ago with my updated UI.  Read about it here:  http://www.missjenart.com/projects/fable-anniversary/fable-anniversary-ui-old-new/

The project was powered by the Unreal Engine 3 and Scaleform.

Publisher: Microsoft

Format: Xbox 360

Studio: Lionhead Studios

Year: 2014

Fable Anniversary Frontend Menu

Fable Anniversary - Frontend Menu

I worked as a GUI and 2D Artist on Fable Anniversary by Lionhead Studios. Fable Anniversary is a remastering of the Fable The Lost Chapters, which is now 10 years old! I was tasked with creating a remastered user interface which would honour the original game while still achieving a freshness which suits the current generation of consoles.

One of the first screens players are greeted with in Fable Anniversary is the Press Start screen.  I have made 4 versions of this screen which are randomly displayed each time you load the game.  The key thing I wanted to do with these screens was to make them interesting and showcase a range of different environments you can explore in the world of Albion.

Fable Anniversary - Frontend Menu

Fable Anniversary - Frontend Menu

Once you have pressed start, you are taken to the frontend menu which takes the shape of a book. While designing what the frontend should look like with lead designer Ted Timmins, we went through a number of different layouts and ideas. When we sat down to review all the concepts we noticed there were a few things that were still not quite working. Ted randomly commented “Can it be a book?” and the more we thought about it, the more it made sense. Each player is starting their own story as a new hero, as they progress through the game every action is being documented and their own story book is made.

Fable Anniversary - Frontend Menu

Fable Anniversary - Page Turn

It makes use of simple navigation to enable the player to quickly start or continue a game, manage their saves (all 18 of them!), and make a new hero as well as featuring a special achievements page!

Fable Anniversary - Frontend Menu

Fable Anniversary - Frontend Menu

The UI menus are placed on top of a 3D model of the book using render targets, this allowed us to create some nice page turning animations as the player navigates through different pages.

Fable Anniversary - Frontend Menu

I created a new set of concept images and worked on the visual design of this Fable book. This has also inspired the design of our strategy guide. The book theme is used for both the frontend and the pause menu, and strengthens the paper theme which runs through the Inventory as well as other UI features.

I wrote a blog comparing the original UI from 10 years ago with my updated UI.  Read about it here:  http://www.missjenart.com/projects/fable-anniversary/fable-anniversary-ui-old-new/

The project was powered by the Unreal Engine 3 and Scaleform.

Publisher: Microsoft

Format: Xbox 360

Studio: Lionhead Studios

Year: 2014

Fable Anniversary – Albion Map

Fable Anniversary Albion Map I worked as a GUI and 2D Artist on Fable Anniversary by Lionhead Studios.  Fable Anniversary is a remastering of the Fable The Lost Chapters, which is now 10 years old!  I was tasked with creating a remastered user interface which would honour the original game while still achieving a freshness which suits the current generation of consoles.

Albion Map ComparisonI was given the opportunity to redraw the map of Albion, I was thrilled by this as I often loved drawing maps when I was younger!  I started this task by tracing the original low resolution artwork and creating vector outlines for the land masses and details in Adobe Illustrator.  Once I had a good outline I then started experimenting with colour and textures, I wanted to create a hand drawn feel while maintaining a familiarity to the original design and colours.  A comparison of the original design and my new version can be seen in the image to the left.

Fable Anniversary Map MenuThe map is used in multiple in-game menus and loading screens, as well as a new full screen map menu which allows players to zoom in and pan around to explore every fine detail.  It was important to me that the map should become more of a feature.  I added animated elements to the map such as creatures, ocean waves and boats, these would appear as the player progresses through the game and act as a reminded of what happened in those locations.

I wrote a blog comparing the original UI from 10 years ago with my updated UI.  Read about it here:  http://www.missjenart.com/projects/fable-anniversary/fable-anniversary-ui-old-new/

The project was powered by the Unreal Engine 3 and Scaleform.

Publisher: Microsoft

Format: Xbox 360

Studio: Lionhead Studios

Year: 2014

Fable Anniversary HUD

Fable Anniversary HUD Xbox

Fable Anniversary PC HUD I worked as a GUI and 2D Artist on Fable Anniversary by Lionhead Studios.  Fable Anniversary is a remastering of the Fable The Lost Chapters, which is now 10 years old!  I was tasked with creating a remastered user interface which would honour the original game while still achieving a freshness which suits the current generation of consoles and PC systems.

Fable Anniversary HUD Xbox

While designing the HUD, I wanted to create something that remained familiar to players who have played the original game while still creating a fresh and refined UI. The visual treatment I decided on uses golden framed elements to help celebrate Fable Anniversary and give a bit of elegance. The HUD uses over 400 unique icons for displaying objects including items, characters and spells. I recreated all icons as vector shapes which has allowed them to be resized quickly and easily for multiple uses. The Mini Maps have been restyled to have a more hand drawn look and the map container can be easily resized or completely hidden for the more advanced player. As you play the game, elements of the HUD fade in and out as and when they are needed, minimising the amount of information on screen at any one time. Players also have complete control over the HUD opacity. If you want to raise the difficulty of your game, try setting it to 0%!!!

Fable Anniversary QuestI also took the opportunity to rework the Quest screens in to something that felt more physical.  I went with the idea of using a paper card that would get stamped by the Heroes Guild once a quest was completed successfully.  Any rewards gained are shown clearly along with the option of flipping the card over to view a more detailed breakdown.

Fable Anniversary Quest Details

I wrote a blog comparing the original UI from 10 years ago with my updated UI.  Read about it here:  http://www.missjenart.com/projects/fable-anniversary/fable-anniversary-ui-old-new/

The project was powered by the Unreal Engine 3 and Scaleform.

Publisher: Microsoft

Format: Xbox 360

Studio: Lionhead Studios

Year: 2014

Fable The Journey – Menus

Fable The Journey - Splash ScreenI worked as a GUI Artist on the Fable The Journey project at Lionhead Studios.  I was tasked with creating an unique user interface style that would complement the game and its franchise.  I created a series of patterns and jagged swirl motifs which were used to frame menu elements as well as in the HUD during gameplay.

Fable The Journey - Frontend Menus

Fable The Journey - Frontend Menus

Fable The Journey - Frontend Menus

Fable The Journey - Frontend Menus

Fable The Journey - Pause Menu

The Map screen shows your progress through the story of the game and is filled with little animations such as previous story reminders, parting clouds, growing trees and hidden sea monsters.  I created a parallax effect using the land and sea which helped bring the map to life.

Fable The Journey - Map

I spent a lot of time working on the collectables menu.  This acts as a place to browse and read more about the collectable items you can find on your journey.  It starts off with a Hub screen giving the player a quick overview of what they have found so far.  The player can then dive deeper and browse the the items in more detail, finding out more about their significance in the Fable franchise.

Fable The Journey - Collectables

Fable The Journey - Collectables

Fable The Journey - Collectables

I worked closely with other artists and programmers on the team, delivering new concepts and progress updates regularly.

The project was powered by the Unreal Engine 3 and Scaleform.

Publisher: Microsoft

Format: Xbox 360

Studio: Lionhead Studios

Year: 2012

Fable The Journey – HUD

Fable The Journey - Combat HUD

Fable The Journey - Boss Combat HUD

Fable The Journey - Combat HUD

I worked as a GUI Artist on the Fable The Journey project at Lionhead Studios.  I was tasked with creating an unique user interface style that would complement the game and its franchise.  I created a series of patterns and jagged swirl motifs which were used to frame HUD elements as well as in both the front end and pause menu screens.

The layout of elements was carefully considered and placed using Adobe Flash and Actionscript.  I am particularly proud of the health bar animations which change based on the health status.  The hearts shatter as the players character takes damage.  When the health is very low, the remaining hearts get larger and a pulse animations kicks in getting more violent as the health decreases.  The idea behind this is to attract the players attention and alert them that they need to take defensive action to recharge their health bar.

Fable The Journey - Horse Travel HUD

Fable The Journey - Arcade Mode HUD

I worked closely with other artists and programmers on the team, delivering new concepts and progress updates regularly.

The project was powered by the Unreal Engine 3 and Scaleform.

Publisher: Microsoft

Format: Xbox 360

Studio: Lionhead Studios

Year: 2012

Thread Bear UI

Thread Bear Frontend Menu

Thread Bear Frontend Menu

Thread Bear Frontend Menu

Thread Bear HUD

Thread Bear HUD

Thread Bear Signposts

Thread Bear End of Level

Thread Bear Loading

Thread Bear is the project I created as part of my final year at University.

Thread Bear is visually heavy on fabric and stitching, it was important that I continued the theme in to the menu and HUD. This was the first time I had ever created a game menu or used Scaleform and Unreal.  It was a great learning curve and I really enjoyed the challenge.

Help Bobby, the panda spirit, travel through each level and sew up the rips that are threatening the balance of this colourful and fragile world. Navigate through each level collecting sewing equipment as you go, the needles, thread and bobbins will be required to stitch up the rips that are appearing in the world. The balance of the fabric world hangs by a thread! Only Bobby can repair the rips and restore peace among the fabric creatures.

Cardiff Design Festival 2011 Winner Thread Bear was also the winner of the Interactive Design category in the 2011 Cardiff Design Festival.

The Adventures of Captain Splodge

Over the past few months, I was given the opportunity to visit Caldicot Secondary School and talk to some of the pupils about game design.  The aim was to create a Flash based web game and get the pupils involved in the game design process.

I teamed up with Kate Killick and together we worked with the pupils to design elements of the game.  I was responsible for the art and animation implementation and Kate did the programming and sound.

Thanks to the pupils at Caldicot Secondary School who took part in designing the game concept, characters and levels.