inXile | Wasteland 2 UI Redesign

Interaction DesignUI/UXGame Design
When inXile Entertainment made the decision to release the updated and expanded Directors Cut version of their venerable Wasteland 2, a new User Interface was needed in order to present the massive amount of new information and character customization. Working closely with Art Director Maxx Kaufmann and Design Director Chris Keenan, I was invited to assist in the redesign of the Wasteland 2 UI. Leaning heavily on existing art assets, and creating fresh assets as needed, the new UI screens were designed to accomodate extensive new gameplay mechanics.
Quirk selection ... 'Way of the Squeezins'? Sure, why not! Throughout the design of the new UI, I tried to maintain consistency of title bars and controller button locations. This often led off-center windows, a happy accident which kept the design lively. I always prefer a sort of symmetrical asymmetry.
Squad Selection GO! Interesting that they all have the same stats ... it's okay, this was just a mock-up.
BUY!! Wait ... I'd love to spend some of my hard-earned cash, but there's nothing for sale! Again, simply a mock-up to refine shapes and make sure everything fits. This was the most challenging interface due to the sheer amount of information that need to be presented to the player.
SELL!! Not a whole lot different from the Buy Interface ... still nothing to sell either. Really the difference here is the use of the player stat area on the left, rather than the portrait.
Combat! This was one of the new additions to the combat interface for the Director's Edition. Difficult to see in a still image, the large 'lens' at the top would rotate about the center in order to select combat options presented in the smaller round perimeter screens. Additional information is displayed in the center screen.
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