When creating the assets, I wanted to keep the spirit of Dishonored with a more frayed and rigid look. Each asset has an emphasis on dark tones with accents of yellow to echo the environment the Dishonored’s dark themes.
Navigation & Mini-Map
The navigational arrow was redesigned with a yellow accent to stand out more on screen. Like the original, it displays the distance between the player and the objective. The mini-map provides a clear image as to what area the players are in and is in sync with the navigation arrow.
Vision & Sound Indicators
These indicators provided a bit more clarity to the sneaking feature of the game. It would allow players to understand if they were hiding properly and if they were being quiet enough.
Objectives
When a new objective appears a pop-up would come out describing the new goal and title of the goal. Once the new objective notification disappeared, it would turn into a symbol with a “J” implying to players to press “J” to view their journal / objectives page. Whenever the reach a step closer to their objective goals, a step completed would pop-up and a new step would slide out to update the player’s progress.
Health & Mana Bar
Due to confusion in the prototyping stage, I decided to add in a slight red glow when the player’s health began to decrease. Next to the mana bar, I also added an icon that would correlate to different abilities in their abilities wheel.
Gun Type & Ammo
Instead of showing an icon of the ammunition like in the original game, I opted to place an icon of the entire weapon next to the ammunition type and amount. I also had a mouse icon with the middle button highlighted to describe how players can open their weapon wheel.
Weapon & Abilities Wheel
Many players did not understand how to switch between different weapons. Dishonored assumes players know to press different numbers for the corresponding weapon or scroll the mouse wheel. With the middle mouse button highlighted in the gun type asset, I intended for the ammunition wheel to appear when triggered by that action. Within the abilities wheel, descriptions were created for each power the player has selected to understand how it would effect their gameplay.
After months of work, I was able to finalize the UI components of Dishonored’s heads-up display and tailored the experience to new players. The components redesigned and implemented were the: health bar, mana bar, navigation and mini map, weapon display, primary and secondary tutorial pop-ups, objectives, interaction indicators, sight and sound indicators, and quick-wheels.
Many of these features are unavailable within the original game. This new design was created to provide clearer instructions to the players about the game itself, as well as fundamental features that would assist their gaming experience.
In the future, I hope to be able to redesign the entirety of Dishonored and place the final revisions into the game itself. Once completed, I hope to invite non-gamers to play the design and observe how they interact with the components.
Throughout the entire process, including research, experimentations, and the design itself, it was rewarding to dive deeper into something that I am passionate about. I am grateful for the participants that allowed me to move forward in my project and ultimately discover different perspectives within video games.
In the end, I hope that many become open minded about video games and discover the enjoyment games have to offer, regardless of frustrations that may come. There are thousands of titles for people of all ages, and hopefully those that are curious will find the right game for them.