Game Details. Ubisoft Toronto NEXT: User Interface Competition

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1 Ubisft Trnt NEXT: User Interface Cmpetitin The Brief Participants must prvide a package f mckups based n the game details and design brief prvided belw. The gal f this package is t pitch a UI Style Guide that successfully cnveys the theme prvided. Yur package must feature all the requirements listed in the design brief, while displaying a strng, cnsistent UI style acrss yur mckups. Game Details THEME: Punk Resistance in the year 2080 PREMISE: Yu re a member f a resistance n Earth in the year The wrld is a haven f technlgical wnders and feats, but is still plagued by the inevitable result f verppulatin, pllutin and crruptin. A crrupt AI is quietly cntrlling the gverning bdies that rule this wrld's demcracy. This AI is cnvinced that the human race must be eliminated t allw the Earth t return t an untainted state. The AI influences every gverning bdy arund the wrld, causing plitical chas and turning humans against each ther. The nly safe havens lie in the few and far untuched spaces n Earth that still resemble the planet frm bygne eras, remved frm any technlgy whatsever. It is in these spaces where yu have banded with a resistance grup that has develped tls and special augmented abilities. The nly slutin is anarchy. Yur gal is t build yur resistance and defeat this tyrannical AI fr a chance t redeem the human race. Game Specificatins Age Grup: Teen/Mature Platfrm: AAA Nte: When shwing cntrls/buttn prmpts, please use XBOX One cntrller buttns. 3D Open Wrld First-persn Actin RPG 1920x DPI

2 Yu will be prvided with a package f game screenshts t use in yur mcks. Yu may manipulate the material prvided t pitch yur cncept. Design Brief Yur UI Package must cntain tw cmpnents. A menu UI and a gameplay UI. The purpse f these tw screens are t cnvey the theme f the game thrughut the UI. 1. Ability Menu UI The ability screen is a full menu that can be accessed while gameplay is paused. This screen must include the fllwing cmpnents: a. A visible playable character b. 2 Ability Slts i. 1 slt with an ability already equipped ii. 1 available empty slt. iii. These 2 slts are mapped t the X & Y buttn n an XBOX cntrller. c. A list f 5 available abilities t be equipped. d. One ability in the available list must be highlighted t shw the name f the ability, descriptin and cst. e. Suggestin f menu navigatin that cntains MAP, ABILITIES, MISSION f. Buttn cntrls that cntain, B - BACK, A - EQUIP/UNEQUIP i. It is up t yu t decide hw the menu and buttn cntrls are designed. Be creative! g. Mtin Cncept: Shw transitin f selected states in the abilities menu, and the transitin f an ability being equipped and unequipped. Ability Inf Black Out Release a pwerful flash that blinds yur enemies fr 10 secnds. Nan-bst Increase yur nan generatin by twice the speed fr 5 secnds. Data Overdrive Overlad yur systems t temprarily increase damage utput by 100%, at the expense f yur shields. Magic Eye Reveal all enemy lcatins in yur cne f visin fr 30 secnds. This effect can be seen thrugh any bstacle. Last Call Temprarily bst yur maximum health by an extra 25%. Can nly be used when at 2

3 critical health. Yu must design riginal icns fr ALL 5 abilities. Yu may nt use pen surce textures r imagery frm the internet. 2. Gameplay UI The gameplay UI must shwcase a style fr the in-wrld HUD. Use the prvided screenshts in yur package t mck yur cncepts. Yu must shw yur cncept n bth a light and a dark envirnment. The HUD must cntain the fllwing: a. Health/Nan + Abilities HUD Yur character has an available health pl and nan pl that cincides with the tw abilities that they have equipped. Cnvey the fllwing states f gameplay: Mckup #1 - Health at Full, Nan at Full, Bth Special abilities available and ready t use. Mckup #2 - Health Critically Lw, Nan Partially Used, Special Ability unavailable due t lw nan units. Mtin Cncept: - Shw visual feedback n the health bar when damage is taken - Shw feedback t cnvey an ability has been activated. - Shw feedback when an ability is unavailable due t lw nan. b. Navigatin HUD The navigatin HUD can be interpreted in any way yu see fit t prve yur visin f the game s UI. The navigatin device must shw: NPC Lcatins (Hstile and Nn-Hstile) - 1 Item f Interest (This culd be a landmark, an item, smething in the envirnment.) - 1 Objective Waypint (Hw d yu cnvey the player s target?) - where the player is in relatin t yur navigatin device Mtin Cncept: 3

4 - Entirely up t yu. Prviding mtin t the navigatin HUD is ptinal. Yu must shw the Navigatin and Cmbat cmpnents tgether using a minimum f TWO screen mckups. Yu must shw yur HUD using the light and dark versins f the screenshts prvided. Fcus n shwcasing hw gameplay and navigatin can be cnveyed chesively in a 3D game space. Submissin Requirements & Dcumentatin **All items are mandatry** The entry package must be named as fllws: NEXTShwcase_UIArtist_FirstnameLastname Dcumentatin must be in PDF r PwerPint frmat Full name Schl Prgram A brief bigraphy wrds max. Yur résumé and cver letter Demnstrate persnal prcess/ hw yu make yur chices: Mdbard/Visual Research - Dcument yur key references that help define yur UI style and design. Include games that inspire yur design, ther media like graphic design, mvies, etc. Shw us research f yur theme. UI Design Prcess Shw us yur prcess f hw yu came t yur final result. (Sketches, ntes, wireframes, mckups) Original PSD Surce files Files must be clean, labeled, rganized Phtshp Files must be cmpatible with Phtshp CC Yu may cmpress yur PSD files int a.zip High-res JPEGs All full screen mck ups must be at 72 dpi Minimum Requirements: x1 Ability Menu UI Screen x2 Gameplay UI Screens Yu may prvide mre than the minimum required images t prve yur cncept. See the Design Brief fr full details. Mtin Cncepts Regardless f what frmat yu ve used t animate yur UI (ie. Flash, 4D Cinema, After Effects) please package yur mtin cncepts in a single.avi 4

5 YuTube Vides are nt allwed If yu chse nt t animate yur mtin cncepts, please prvide mcks with descriptins that clearly describe hw yur UI wuld wrk in mtin t cnvey the feedback required. Judging criteria A panel f expert judges will individually rank the verall entry package, ut f 30, based n the fllwing criteria: Aesthetic (1-15) - Strng understanding f graphic design fundamentals - Readability/Usability f all UI elements - Plish and presentatin f final prduct Creativity (1-10) - Unique slutins fr UI design - Memrable and creative visual style Design (1-5) - Hw well the UI Design fllws the brief - Organizatin f Wrk Specificatins: Take a lk at current next-gen games n PS4, Xbx One and PC t get an idea f what current UI styles lk like. They vary frm cmplex t minimal. Be creative and shwcase what yu think wuld reflect a UI style in a next-gen title. Be willing t challenge a design t make it better if yu see fit. Eligibility: Tips Yu must reside in Ontari Be eligible t wrk in Canada Currently attend r have graduated frm an Ontari pst-secndary schl n earlier than Spring 2017 This challenge must be dne individually. Team submissins will nt be reviewed. - Research yur subject matter. Hw des the theme and genre f the game dictate yur style? - There are n technical cnstraints in this test. D nt let the thught f a type f engine r platfrm limit yur design. - D nt let artistic details take ver fr functin. UI styles can be minimal r cmplex. Successful UI is attractive and usable. - UI is nt limited t 2D. Yu may incrprate 3D int yur UI. Yu can achieve success with any variatin. - Use whatever sftware yu are mst cmfrtable with t build yur designs. Phtshp, AfterEffects, Flash/Animate, 4DCinema, 3DS Max, etc. Just be sure yu are submitting yur final designs in the designated frmats listed in the brief. 5

6 - Use mtin t enfrce yur intentins! - Sund design/music is nt required. - When using patterns/textures r graphic design elements t supprt yur cncept, all resurces MUST be riginal r ryalty free. Yu may nt used licensed/cpied/plagiarized textures r assets. If using ryalty free assets, please prvide surce including usage restrictins. Yu may NOT use pre-made imagery fr the icngraphy prtin f the test. Icns must be f riginal design. 6

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