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    Crafting DestructionThe Evolution of the Dead Space User Interfac

    Dino IgnacioLead UI Designer, EA Visceral GamesTwitter: @dinoignacioEmail: [email protected]

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    Crafting Success: A Deeper Look atCastlevilles Crafting System

    Room 303 South Hall

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    Crafting Destruction

    The Evolution of the Dead Space User InterGeneral

    Core Ideas

    The Aesthetics

    Specific The RIG

    The Frontend

    The Evolution

    The BENCH

    Q and A

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    AT ITS CORE

    Before I talk about the UI of DeadSpace, I will discuss its relation to thegame as a whole

    Dead Space was conceived to be animmersive, story driven, science fictionexperience.

    We wanted to create a game thatsuspended disbelief and maintainedhorror all throughout the game play

    This larger mission helped craft thedecisions that informed the UI

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    THE BACKSTORY

    Dead Space was set in a dystopic and depletedfuture

    Most of the first game transpires in derelict miningvessel called the Ishimura

    Everyone is dead and the vessel is plagued byspace zombies

    You play the role of an engineer sent on a repairmission

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    THE APPROACH

    Knowing our core and backstory; wedecided the UI needed to fully supportand integrate with the rest of thegame

    We designed the Ishimura as acharacter that had to be believable inthe world we created

    We looked at the UI as an extensionof the Ishimura

    The Sci-Fi setting afforded us thelicense to use a very diegeticapproach to UI

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    DIEGETIC

    The element exists both for thecharacters in the fiction and for theaudience(or in our case the player)

    Dietetic sound for example is when acharacter in a movie plays the radio inhis car and he hears the tune but it

    continues on to the next scene as asoundtrack for the audience

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    DIEGETIC BY DESIGN

    Sci-Fi made it possible for us to dothis.

    We were able to wrap typical gameconventions like loading screens andsave points into believable worldelements.

    Examples: Door hologram exists as a real world

    element for Isaac and doubles as a UIelement for the player

    Loading Screens are integrated into tramand space taxi rides

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    DIEGETIC IN IMPLEMENTATIOTo make UI that actually existed inthe game world we had to come upwith an innovative way of doing it.

    Traditionally UI was built with 2Dtools like Flash

    We needed our UI to live in the 3Dspace so we decided to use the game

    engines particle system

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    THE RULESOne of the cornerstones of gooddesign is to have a rule set

    Isaac is always on the left side of thescreen, even when interacting withUI. (We are always in 3rd person)

    Non-diegetic UI appears behind Isaac

    All interactive UI must live around

    1.5 meters above the ground planeWe set up a strict color language

    Blue/White means interactive

    Red means locked / not interactive at themoment

    Orange/Amber means ambient

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    THE LOOKAs much as it wasfuturistic, it was a depletedand broken future

    This was not Star Trek;we are set in a derelictmining ship

    The UI needed to feel

    unpredictable and broken

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    THE LOOKWe took inspiration fromflickering fluorescent lightsand dentist lamps

    Static and scan lines alsoadded a distinct feel

    We used skeuomorphs totrigger nostalgic emotions

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    SKEUOMORPHSA derivative object that retainsornamental design cues to astructure that was necessary in theoriginal

    May be deliberately employed tomake the new look comfortably oldand familiar

    Examples: the handle on a bottleof maple syrup, the wood panelingon cars, hubcaps with spokes, thepaper texture on the iPhonesnotepad.

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    THE RIGThis is the most

    recognizable piece of UI inour game

    It evolved out of thenecessity to keep theplayer immersed

    We needed a way to

    message your health level,your inventory, your ammocount and your maplocation without clutteringthe game space

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    THE RIGThe RIG was an attempt

    to package all theseessential gaming interfacesinto a collapsible construct

    As many games left allthis information in a HUDformat that broke the 4th

    wall, we attempted todisguise all these systemsinto diegesis

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    THE HEALTH BARApart from the visor this maybe the most iconic part of the gam

    Many iterations were made in its development

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    THE HEALTH BARWe tried many designs

    Some more elaborate thanothers

    In the end simplicity was theway to go

    The most understated lookended up being clearest and the

    most iconic

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    THE HEALTH BARIt evolved very little over the

    three gamesall the tweaks to this systemhas been superficial

    The first games health bar lookedlike a tube of light

    The second one was turned into ahologram

    And the one in DS3 has a littlemore vintage circuitry detail

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    THE INVENTORYWe made many attempts

    at this core systemWe had more elaborateattempts but in the endusability won

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    THE INVENTORYWe have updated the

    system quite a bit overthe course of thefranchise

    The changingenvironment and gamerequirements directly

    affected its evolution

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    THE WEAPON SELECTORThe idea was to find a

    quick way to switchweapons without needingto go to your inventory

    The idea has stayedpretty simple and evolvedvery little

    In DS3 we had to lessenthe number of weaponsyou can carry toaccommodate the moreelaborate and robustweapons you can make

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    THE MAPThis is one of my favorite

    systems from the firstDead Space

    It was a very beautifulreinterpretation of theHUD map

    Unfortunately it was

    completely unusable

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    THE LOCATORIn the last month of

    production of the firstgame, we realized theMap was unsalvageableand we had to come upwith another way ofhelping the playertraverse the game

    The Locator was born outof desperation we justneeded a way to point theplayer in the rightdirection

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    THE LOCATORIt turned out to be one of

    the most loved features ofthe game

    We have expanded onthis system over thecourse of the franchise

    With Isaac getting more

    mobile we had toredesign the system towork better in Zero-G

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    THE FRONTENDThe game was designed to be

    one solid seamless experienceWe have deviated a little bit inthe sequels with trombonecameras and whip shots butbasically Dead Space plays withno cuts from the beginning to

    endThe Frontend was designed tobe the start of your experience

    We used it as an portal to leadyou into the game

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    THE DEAD SPACE 1 FRONTENWe had a very elaborate plan for the first games frontend

    It involved seeing holographic menus in organic matter with imagespeople turning into necromorphs with bones and muscles twisting an

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    THE DEAD SPACE 1 FRONTENIt proved to be to expensive as we didnt have the

    animation and the modeling budget to create highresolution muscles and bones that late in production

    So we decided to improvise

    I asked my producer to give me $500

    I bought a butchered lamb for us to video anddissect

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    THE DEAD SPACE 2 FRONTENThe game centered

    around information aboutthe Marker that was lockedin Isaacs brain

    We built the UI in supportof this and helped tell thestory

    We added a metagamewhere the further youprogress in the gamethese fragments of rockcoalesced into a Markerinside Isaacs brain

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    THE DEAD SPACE 3 FRONTENThis has been visually the most ambitious one weve done

    We left the confines of the abstract and place our UI in an environm

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    THE DEAD SPACE 3 FRONTENThe frontend occurs in a

    lab where slabs of ancreature are frozen inblocks of ice

    And much like thesecond game we revealmore or the creature asyou progress through the

    game

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    10 SECOND KITTY BREAK

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    10 SECOND KITTY BREAKLook at this cat

    10 SECOND KITTY BREAK

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    10 SECOND KITTY BREAKJust look at it

    10 SECOND KITTY BREAK

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    10 SECOND KITTY BREAKLook.

    THE EVOLUTION OF THE LOO

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    THE EVOLUTION OF THE LOOStory has always been the core of the game

    We wanted the UI to truly be integrated tothe story

    This being the case, we always made sure ithad a personality and an arc

    We gave it life by making sure it reflectedthe environment it resided in

    We also gave it progression and a sense ofgrowth

    THE EVOLUTION OF THE LOO

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    THE EVOLUTION OF THE LOOThe UI of first DeadSpace was (as mentionedearlier) a mirror of thestate of the Ishimura

    It was broken anderratic

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    THE EVOLUTION OF THE LOO

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    THE EVOLUTION OF THE LOOIn Dead Space 2 the UImirrored the vastness ofthe Titan Sprawl

    The UI was a little moreadvanced and sleeker toreflect the moreadvanced environment

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    THE EVOLUTION OF THE LOO

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    Dead Space 3 is set on a planet with artifacts from 200 years into the

    We designed the UI to be retro futuristic

    Where we had floating light based holograms in the first 2 games Dfeatured glass based holograms that lived within confined frames

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    THE BENCH

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    We always wanted to show Isaac as anintelligent and resourceful individual that

    had to overcome his challenges with hiswit

    All his original weapons were modifiedconstruction tools

    The original BENCH allowed the player toadd circuits along upgrade trees to tweak

    and modify his weaponsAs much we loved this feature wealways knew we wanted to do more with it

    In Dead Space 3 we decided to doubledown and redesign the feature

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    DESIGNING BENCH 2.0

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    The challenge was to make a robustweapon crafting system that was

    deep enough for the core player butwas simple enough for the averagegamer

    We had seen some very intuitivecrafting systems on PC games butwe knew the metaphor would nottranslate very well to the console

    We needed to create a system thatplayed well with a controller

    BENCH 2.0 CONCEPTS

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    The original concept used a moreanalog metaphor

    All the weapon parts were littleboxes that slid across a conveyorbehind glass

    The hope was to make the craftingprocess feel more real and less UI

    We got really far with this version.

    It was pretty but admittedly notvery user friendly

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    BENCH 2.0 PROBLEMSThe multiple screens

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    The multiple screensmade sense in older Dead

    Space UI as it helpedground our UI in the world

    This did not work on thenew BENCH with the sheeramount of information wehad to put on screen

    BENCH 2.0 PROBLEMS

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    In the past Isaac never left our screen at any timeHe was always in view. We never did a full UI screen

    The new BENCH as we had a lot more detail to show

    The Dev team kept using the debug way of building a gun rather thBENCH (this was a clear sign we were doing it wrong)

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    BENCH 2.1 2.3 2.5 3The final iteration is a lot more

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    streamlined and easy to use

    It implements a very intuitive use ofthe analog stick

    It allows you to build a gun in 3clicks

    The system is still very Dead Spacedespite the deviations from the norm

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    BENCH LESSONS LEARNEDWe had to accept that having an easy to

    i t iti i t f i lti t l

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    use intuitive interface is ultimately moreimportant than keeping our aestheticconventions

    FINAL THOUGHTSDead space has been an amazing project to be part of

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    The world allowed for some amazing innovations

    I personally feel that our contributions will resonate into the next gI feel very fortunate to have been part of it

    The sheer talent on this franchise is staggering

    Thank you for coming along for the ride

    THANK YOUSChuck Beaver Jeremie Benhamo

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    Jason LeongJohn GeraciLeo Lee

    Richard Carrillo

    Tracy EspeletaAndy Wright

    Christy Yen

    Matt GalliaMichael Ye

    Bill Fowle

    Ford H

    Megan Berr

    QUESTIONS AND COMMENTS

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    Din

    Twitter: @d

    Email: dignacio