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ME1 UI Redesign Challenge: Part XI

Like the Settings menu, the screens for saving and loading are crucial to every game. The Save menu in Mass Effect is serviceable, allowing the player to create a new save file, delete or overwrite new saves, and see their progress for each save. 789 more words

User-Interface Design

ME1 UI Redesign Challenge: Part X

After working on such “thrilling” material as the Equipment menu and in-game Journal, it’s time for the “boring” stuff. The Settings menu is something that virtually every game needs, and considering how basic its functions are, should be pretty hard to screw up. 794 more words

User-Interface Design

ME1 UI Redesign Challenge: Part IX

The Map is the last item in Mass Effect’s Mission Computer dedicated to gameplay, as opposed to game function (such as saving/loading and settings). Like the Codex and Journal in… 641 more words

User-Interface Design

ME1 UI Redesign Challenge: Part VIII

While most of the Mass Effect UI suffers from serious usability and design issues, the Codex and the Journal are fairly straightforward and effective. I decided to tackle both of these at once, since they serve a very similar function of relaying information to the player and are both quite simple designs. 1,043 more words

User-Interface Design

ME1 UI Redesign Challenge: Part VII

This post was delayed a bit due to travel, but I’m glad to be back and working on the Mass Effect redesign again! I’ve been working on the Squad screen for quite some time, and it proved to be as much (if not more) of a challenge than the Equipment screen. 1,867 more words

User-Interface Design