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Task 1

Planning Diagram

Making a diagram to plan what I'm going to do for each part will allow me to stay consistent and organised, which improves work speed and ethic to achieve a higher overall grade. It also displays my organisational and planning skills, especially if the plan is kept to throughout the project, showing I am committed to the ideas I am creating.

Planning project diagram.drawio (2).png

Brief Summary

Project 3 (FMP) is the final project in the 2 college years. Its grade dictates the final grade from college to show universities and employers. The length we are given is increased from other projects because of this pressure. The aim of the project is to remake or remaster an existing game to show how time changes and how that might impact the development of the game. I will take an existing title and analyse its defining features and its audience, and propose and execute a remake/remaster aimed at the specific target audience.

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Task 1 - Developing ideas and justifying design decisions based on critical and contextual research and perspectives, investing energy into how time can change a project, and theorising solutions to problems based on audience research, genre changes and other competing titles.

SWOT Analysis

Strengths:

  • Intermediate knowledge of how Unreal Engine works

  • Lots of practice with UMG and problem diagnosis

  • In-depth, working knowledge of Counter-Strike games

  • Intermediate knowledge of Valve's GoldSource and Source engines and the Hammer World Editor

  • Experience in designing user interfaces for game ideas

  • A very creative mind to generate a lot of ideas

Weaknesses:

  • Not adequately equipped for in-depth programming

  • Not experienced in graphic design (so the interfaces are limited to specific styles)

Opportunities:

  • Talking to other Counter-Strike fans to get feedback

  • Playing games similar to CS:GO (Valorant) to understand their different approaches

  • Talking to professionals about problems I might face to get answers.

Threats:

  • Computer crashing and losing progress

  • Hard drives failing and losing progress

  • The Ukrainian war growing bigger causing Britain to get involved, disrupting the project's development

  • More storms causing powercuts, losing progress

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I have created numerous UI designs and layouts in my free time, so I will use that knowledge to aid my creation of this design. The main UI I've made that will help is my design for Project 1, as that uses a large variety of techniques, like tabs, Vertical Boxes, Grid Layouts, animations, etc. These will help me in planning and creating this UI, as I will have the knowledge beforehand for certain things, like creating Blueprint nodes for UMG animations and creating an optimised tab system.

Improving My Weaknesses

In order to make a competitive multiplayer game, multiplayer networking knowledge is a must, and the best way to learn this is by following UE4 multiplayer tutorials and continuously redoing and optimising it to make sure I understand it fully. The tutorials I will follow are:

Unreal Engine 4 Tutorial - Online Multiplayer Part 1: Replication - YouTube (and a future series on a multiplayer FPS game "Fireteam")

UE4 Steam Multiplayer Tutorial: Setup and Game Instance | 01 | 4.24 - YouTube

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In order to get better at UI design for this project, I have found some guides and rules for website design that will also mostly apply for game UIs:

User Interface Design | Complete Guide to User Interface Design (educba.com)

User Interface Design Guidelines: 10 Rules of Thumb | Interaction Design Foundation (IxDF) (interaction-design.org)

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Why CS:CZ:DS?

I will compare different, similarly genred, games from a similar time period and weigh up their pros and cons to explain why I chose Condition Zero Deleted Scenes.

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CZ:DS:

Pros:

  • A very unique Counter-Strike experience

  • Fun and interesting levels which you can tell the developers enjoyed making

  • Extensively moddable for custom missions, models, sounds, and graphics

  • Many different types of equipment

  • Multiple kinds of levels (stealth, bomb defuse, etc.)

  • A small but active community of speedrunners and modders

Cons:​

  • Hasn't stood the test of time (all the more to remake it!)

  • Gunplay feels a bit off

  • Movement has its "quirks" (slightly buggy, like uncrouching before fully crouched snaps back up and does a little jump, very reminiscent of the time it was made in)

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CoD 1:

Pros:

  • Stood the test of time (very good models for the time)

  • Large-scale engagements

Cons:​

  • Heavy, tank-like movement

  • Random weapon sprays

  • Lots of mindless running about because of the size of the maps

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Doom 3:

Pros:

  • Revolutionary visuals (amazing lighting for the time)

Cons:

  • Slow movement speed (big departure from original Doom's fast-paced style)

  • Dark hallways (bad visibility for enemies)

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Halo 2:

Pros:

  • Futuristic combat (weapons, HUD, etc.)

  • Diverse array of weapons

  • First and only Halo game to play as an enemy

Cons:

  • Low crosshair placement

  • Slow paced levels

  • Janky movement

Comparing the UIs

Call of Duty 1:

Pros:​

  • Very simple and clear

  • Fits with the theme of the game - skeuomorphic imagery in backgrounds and loading screens to get the player immersed

Cons:

  • Plain and uninteresting

  • Simple colour change to show interaction, nothing exciting

  • List is on the right hand side instead of left, which contrasts other games' menus at the time

cod 1 menu.png
cod 1 loading.png

Call of Duty had a huge focus on realism, and at the time it did seem very realistic, and so it extended that out to its UI, and that's evident with these screenshots. They use realistic-looking images for the background, hand-written text in books as notes to link with the story of the game, and a font for the text that's very old and was used in typewriters, which would've been used a lot in the time that the game is set in. Therefore, it has a big focus on skeuomorphism, and incorporating everything into its theme, something other war games, even today, do too. However it is very simple and basic, the text is just a list, and the images do show their age a bit, but the biggest thing is the lack of intricate elements that more modern games have. This game wasn't limited as much as Condition Zero was though, and you can tell just from the menus that more time and effort was put into this design, making it stand the test of time a lot more, which is one of the reasons why I won't be remastering it. It's simply quite well done for what it is already.

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If I were to remaster it however, I would replace the text list with a more modern main menu approach. Seeing as there aren't many options to choose from (probably a big reason why they justified using a list in the first place), then tabs wouldn't work, as there won't be enough content in those tabs to justify it, or enough tabs either. So I would instead utilise a grid, similar to Hitman's (2016) layout, just without the tabs. Each button in the grid would lead to some more buttons in a grid, but with a different arrangement to differ the screens from each other. These buttons wouldn't just be text, they'd include an image and possibly a description to then justify why they're so big. This, in my opinion, would be the best approach for redesigning this game's UI without just copy and pasting it with a coat of paint, which it doesn't really need, as well as the fact that newer Call of Duty games are mainly just that, with some additions in newer screens that aren't in this original game (like microtransactions).

R (1).png
Call-of-Duty-Black-Ops-III07062021-115157-92779.jpg

The images shown above are from Call of Duty: Black Ops 3, a game that released in 2015. There have been newer CoD games since then, and those focus a lot more on tabs for the overall UI instead of switching between tabs and lists.

Call-of-Duty-Modern-Warfare07202020-110042-99113.jpg

The only reason tabs are being used here and why I wouldn't use tabs for a remake is because of how much content there is in the newer games compared to the first one. Call of Duty: Warzone (the screenshot above) is a massive game in comparison to Call of Duty 1, and so needs more screens and space to display information to the user effectively and intuitively. CoD 1 uses a list because it only needs a list. I would need to add content to it to justify using a tab system.

Doom 3:

Pros:​

  • Very skeuomorphic to fit with the game theme

  • Visually interesting and complex whilst still being intuitive

  • Interactions are shown on the crosshair, very intuitive and useful for newer players

Cons:

  • Font isn't very clear

  • Lots of options hidden behind menus

  • Need to close out of a menu before going to another one (instead of being able to go straight to another one and the previous one resetting)

doom 3 menu.png
doom 3 gameplay.png

Doom 3, like many of Id's games, has a futuristic-looking interface, which not only has a custom font and cursor, but also animations and fullscreen modal windows, which was a luxury at the time. The theme isn't as reminiscent of the game's overall theme as Halo 2 or CoD's are, but it still does tie into it, being sci-fi and fancy. Something Doom 3 does a lot of it intuitive design, where, for example, the name of the person you're looking at will come up on your crosshair, and the action (like Talk) will appear beneath it, immediately telling the player who this person is, and what kind of interaction they will have with them. This takes away some of the immersion from the game because its such a non-diegetic way of presenting information, but it ties in with the theme a lot more, as it seems entirely plausible that Doom Guy's HUD in his visor is showing this information, which would then make it diegetic, so there's an interesting bond between the player and the character where they don't know exactly what either are seeing, much like the player doesn't know who exactly the Doom Guy is, and the Doom Guy doesn't know who the player is, so it's a feeling of the unknown that makes a small interaction like this so powerful in its placement and information.

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I want to compare this to the previous game, CoD, as they seem to have gone in opposite directions in terms of using tabs and lists. Doom 3 uses tabs on its main menu, and the newest Doom game, Doom Eternal, uses a list. The choice as to why switch, to me, seems quite obvious. Doom Eternal's style lends itself really well to displaying lots of information in a smaller-than-usual area, so having small tabs spread across the screen makes them look odd and also harder to use. Making them bigger would result in an identity crisis, as they would be very different to all the other interactable UI elements in the game.

DOOM-Eternal06272020-094726-48210.jpg
DOOM-Eternal06272020-094740-83609.jpg

As shown above, using large tabs would be disorienting to the player, and unnecessary in comparison to how effective a list is. Doom Eternal does use tabs however, just only when necessary, like in the Settings screen where a list would be slow and tedious when changing sub-options. Tabs are just so much more convenient for a task like this.

DOOM-Eternal06272020-094732-25266.jpg

The scale of the tabs is what would be expected in comparison with the other buttons and elements, taking up only as much space as needed and not overstaying their welcome, something that they would do if used in the main menu.

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Something interesting to note however is the differences between Doom Eternal and Doom (2016)'s UI. The latter does use tabs in a carousel, with huge image buttons for each thing, leading into a list of buttons. This merge of styles feels slightly misplaced and odd, but does still mostly work. The fact that it's very slow and lags behind the mouse doesn't really helps its case either.

Doom(2016)04252020-122655.jpg
Doom(2016)04252020-122758.jpg

Halo 2:

Pros:​

  • Simple menu

  • Futuristic style that fits with the gameplay

  • Menu is laid out in order of importance to the game

Cons:

  • There are many menus to get to certain options

  • It goes from a simplistic menu to a more complicated list of menus very quickly

halo 2 menu.png
halo 2 hud.png

Halo 2's menu is simple like CoD's in terms of layout, but is vastly more complicated in terms of visual style and animations. Every screen has its own intro and outro animation which makes them all feel connected together like an operating system. For this style to then tie-in to the game's HUD could suggest that the player is always in the role of Master Chief, and that he's just using an in-universe piece of technology to navigate around the menus, which would in turn make it extremely diegetic. This is also supported by the fact that the computer models in the game share a similar colour scheme, so everything is connected, much like the different screens with their animations. This is something the Halo games do a great job of, and because of that, I see no reason to remaster it, because it's so good already.

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After researching newer Halo games (most notably Halo: Infinite) however, I realised how far the series has progressed, and also how non-diegetic it's got over the iterations. Halo Infinite has a much cleaner and clinically precise design compared to Halo 2, and pitting them against each other makes them seem like they're from two completely different series.

Halo-Infinite12122021-094001-15758.jpg
Halo-Infinite12122021-094007-99403.jpg

It can definitely be argued that Infinite has more content, like with Call of Duty, but that doesn't really dictate the style of the UI, more-so just the layout. Another reason as to why Bungie changed the theme is possibly because Infinite is mainly a multiplayer-based game, and so unlike Halo 2, there's no Master Chief to be in the shoes of, making the player feel a lot less like they're inside the world, and instead like they're controlling someone in the world, like other multiplayer games. This then doesn't warrant a need for such a diegetic UI as Halo 2's, because if the player isn't feeling like they're in the world when playing the game itself, then why should the UI attempt to make them feel like they are? It's not worth the extra work for something if the rest of the game tries to actively go against that same thing.

In conclusion, basically all the game's UIs that I covered have stood the test of time well enough to not warrant a remaster, or hold their own style so well that a remaster wouldn't do justice to them, and so I turn to Condition Zero, where UI is only a means to get into the gameplay, superficial and unimportant. I want to change that.

Condition Zero: Released at the Wrong Time

This game was released in 2004, the same year as Half-Life 2, one of the greatest games of all time, however it was made in the GoldSource engine, which severely limited its performance and detail, especially in the AI and UI department. Because of this, it's like the game is aimed at PCs from 1998 instead of 2004, which was already a big stretch, but now in 2022, it's an even bigger stretch, and this is one of the reasons why it did so poorly to start off with.

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Comparing this to the other games I could have remade, and it's clear to see why Condition Zero needs one. The other games' UIs are all fancy and filled with images, animations, controller support, and fullscreen options as well as being quite dynamic. CZDS' on the other hand is bland, static, uninspired, and doesn't work with a controller. 2004 was a time where consoles were beginning to rise in popularity and power, as the PlayStation 2 was released in 2000, and games such as Doom 3, CoD 1 and Halo 2 all rushed in to take full advantage of its graphical power. The Counter-Strike series however, did not, and couldn't, because of the outdated GoldSource Engine.

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If Condition Zero had been made in the Source Engine (the same as Half-Life 2, Counter-Strike: Source and CS:GO), and featured the gunplay from CS:S (as it was released in the same year), then there might not have been a need to remake it (apart from its UI, which would have been the same as CS:S, which hasn't changed much from GoldSource) and the reception would've been a lot more positive.

Geographical Locations of CS:GO Players

Since Condition Zero is so old, it's very hard to get player data on it, so I instead looked for CS:GO data, as even though this excludes players from many years ago, it may be the most accurate I can find. By looking at the highest ranking Counter-Strike servers, I saw that in the top twenty, nine of them are Russian. This then suggests that around this percentage of Counter-Strike's playerbase is Russian, which would be around half. 

csgo servers.png
csgo servers 2.png

Leetify conducted research into which country had the highest percentage of CS:GO players and got these results, with Russia leading it, which relates to my research into servers. However Russia doesn't have as much of a percentage, which is to be expected, as almost 50% is quite a stretch for a game played by so many people.

csgo player location.png

Clearly, the main target audiences for current CS:GO players are Russians and Americans, which are quite different in terms of living style and leadership. The Counter-Strike series is predominantly an American game, telling wars and fights from the American perspective, where the Counter Terrorists are all Western security forces, like the FBI (American), SAS (British), and GSG-9 (German), and the Terrorists are predominantly Asian or Black groups, like the Balkans, and Pirates. There are differences however, where Americans are seen as the Terrorists with the Professionals and the Anarchists, however these models are used on one map each, both of those maps not being played much (Vertigo and Office, Office never being played professionally). This shows clear stereotyping with different continental groups. Condition Zero is similar to CS:GO, but since it's single player, the player doesn't have a choice to which team they go on, they will always play as the counter terrorist forces.

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Because Condition Zero is single player, it includes a more diverse array of locations and teams, examples of which are:

  • Japanese

  • American

  • South American

  • Irish

This certainly makes it more inclusive, as the counter terrorist forces are normally from the same country that the terrorists they are fighting are from, however many missions feature American FBI agents in an unknown, South American or German environment, showing clear bias towards the American culture being superior.​

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In order to combat this, in my remake, I will remodel some of the game to allow players to experience both sides of the fight and let them come to the conclusion of which side is the "good" side and which is the "bad" side.

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The Russian and Ukrainian war raging at the moment is a clear example of how different people think different things. Most people support Ukraine, and so games will probably present the Ukrainians as the "good" guys, but they won't stop to think about how Russian soldiers may think of Ukrainians as the "bad" guys, as a country that belongs to Russia. Having these tensions in a game that is targeting a huge audience like Russia is not a good idea, and so I will make that if something similar to this war is in the game, players will have the option to experience both sides of the story and make up their own mind.

Reviews of CZ:DS

I researched reviews from Metacritic, ModDB, and PC Magazine to get an accurate taste for what fans think of the game, and opinions seem to have changed a lot over time.

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Metacritic:

Metacritic's reviews go back to 2003, allowing me to see the immediate reception of when the game was released. There are some good reviews, but most are negative, slating the bots and how bad it was compared to the previous 1.6. RobC. states "Just sold me 1.6 with skins for 30$ , what a waist of money, nothing new here, bots are a free dl maps are too, still not sure what i bought", which displays what a lot of people thought of the game at the time, that it was just Counter-Strike 1.6 with a face-lift and a seemingly careless campaign. A remake can fix this by moving the game to its own style and feel, separating itself from the typical Counter-Strike gameplay, but also not straying away too much, as it won't feel like Counter-Strike if done to a large enough extent.

However, after 2004, the reviews turned positive, with only a handful of negative ones, one positive review being from PatG. "With the mods u can get for this game, its amazing, plus u can create ur own missions if u want.. this is a single player game basically and the score is not based on the multiplayer aspect of the game.. just the great single player action, and with tonystrike or something like that... wow! thanks valve!" This shows that the modding scene for the game like the single player aspect, as they can create Call of Duty-style levels with Counter-Strike mechanics. It also appeals to the more non-competitive side of Counter-Strike, as some people just don't want to compete with others in multiplayer and just want a single player experience. Seeing as this notion is carried forward to today, remaking this game will reignite their passion for CZ:DS, and therefore gain a large playerbase from day one.

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ModDB:

The reviews in ModDB started in 2011, so considering Metacritic's reviews during that time, these should start being quite highly rated, and they are. In the whole of 2011, there was only one review lower than a 7/10, which was a 1/10 from melech874 "the game is terrible. in some levels you can see posters of nude, and very poorly dressed women reavealing their full back side and front." This is certainly a review looking at the game in retrospect, as some content in it can certainly be deemed as offensive or even racist to an extent, and others can be seen as nudity, like this review. However the images in question are extremely low quality due to the game being old, so you can't make out much of them anyway. The worst the images will show are a group of men without wearing shirts. There isn't any full nudity and there won't be any in the remake, however I want to capture the zeitgeist, and so will use some of the same humour that the original game did. However a filter could be added to hide content like this if it is really a problem. But since this is the only review I found that mentions something like this, I (and many others) don't see it as a problem. However, in WarOwl's let's play of the game, he mentions how lots of images wouldn't be allowed in a game released today, so it would just be best to be safe about it and make sure to not upset anyone.

A 9/10 review from 2011 from Cossack-HD is "This game is one more proof that Half-Life 1 engine is awesome!", which once again shows the fanbase's loyal nature to Valve's game engines and their capabilities, something they do a lot with the Source Engine and Source 2 Engine also.

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PC Magazine:

This review is from PC Magazine reviewer Peter Sucio in 2005, and rates the game a 2/5 (fair). It notes a short, one sentence long synopsis of the game's single player missions, and then goes on to say the "AI-controlled bots are underwhelming", linking with the older Metacritic reviews. This review certainly links with the idea that the game's players evolved throughout its lifetime, starting cynical, and ending praising. A fix for the remake here would simply just be "better" in almost every way. This is more or less the only way you can win against reviews like these.

Condition Zero Engine Research

CZ:DS was created in the GoldSource engine, the same engine used to make the original Half-Life and its subsequent expansions, as well as (but not limited to):

  • Team Fortress Classic

  • Counter-Strike 1.6

  • Cry of Fear

  • Ricochet

This engine is a heavily modified version of id Software's Quake engine, which was used to make Quake 1 in 1996. Half-Life, the game GoldSource was made for, features very different mechanics and gameplay to Quake, which is why it was modified so much.

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The creation of the Counter-Strike series wasn't by Valve, but instead by Minh "Gooseman" Le and Jess "Cliffe" Cliffe as a mod for the original Half-Life. After the original mod gained traction, it caught the attention of Valve, who subsequently bought the intellectual property to it to then release later games. Condition Zero is the second game released after Counter-Strike 1.6 was released as a standalone game instead of a mod, and was created by Ritual Entertainment and Turtle Rock Studios. It was a mainly single player version of 1.6 which added bots instead of normal players and let the player choose bots to add to their team for missions. These bots had different levels of bravery, accuracy and such, and the player only had so much money to spend on them. This received a mixed response from Counter-Strike fans, as it was a big departure from the normal gameplay. Valve signed Turtle Rock Studios to create Counter-Strike: Source in the new Source Engine during its development, which was at first intended to be a console remake of 1.6, but instead turned into a full second game.

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Condition Zero Deleted Scenes was being made by Rogue Entertainment initially, until they went defunct, so Valve moved the development to Gearbox Software, who overhauled it with new models and graphics. After missing its release deadline of late 2002, it was given to Ritual Entertainment who changed the game to become what Deleted Scenes is today. After Valve saw the initial low reviews of the game, they dropped Ritual Entertainment and gave it to Turtle Rock Studios to finish, which included most of Ritual Entertainment's single player missions as Deleted Scenes.

Recreating the User Interface

The main part of Condition Zero that I would recreate is the user interface, as this only uses GoldSource’s default UI system called VGUI, which Source and Steam also use. The original UI is very simplistic and basic, using plain text as the main buttons and windows for various different functions, like Settings and the Server Browser. This worked fine for the time, as computer games like weren’t thinking of console ports, but some did get them, and so their UI needed to be reworked for a controller. By recreating the UI with a controller in-mind as well as the mouse, it will be much easier to allow everyone to play without needing to modify or update it later on.

Why Does the Interface Need a Remake?

Counter-Strike’s Human Computer Interface (HCI) has had a long journey of changes to fit the zeitgeist of the time, originally being the default GoldSource VGUI, which was green and very reminiscent of older Windows versions (like 98 and 2000) because of its bevels on buttons, checkboxes and text. It also used different windows for different main functions (e.g., one for New game, one for Load game, one for Settings, etc.), which is something that originated from Half-Life and didn’t change. UI was still quite a new thing in that time, and so many complex interfaces from the same era (like Unreal Tournament 2004) look odd and clunky today. Back then however, they were revolutionary.

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Fitts' Law:

After researching Fitts' Law and the importance of it in UI design using an article from Interaction Design Foundation, I realised that I had been using these techniques subconsciously in all my other projects, and so I made sure that I knew exactly how Fitts' Law worked and what exactly it was focused on, which is minimising the amount of time the user must take to perform an action. When design a game UI with lots of interactions however, compromises must be made, such as using tabs instead of putting everything into one long scrolling list. I will certainly try to create a layout that fits this approach of "quicker = better", but there will certainly be cases where "quicker = confusing", where there's too much clutter on the screen, so a tab system or whatnot is needed.

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C.R.A.P.:

Whilst researching design principles, I looked at C.R.A.P., which stands for:

  • Contrast

  • Repetition

  • Alignment

  • Proximity

This is another principle that I found myself using subconsciously, and so read up on it to confirm that it is indeed what I was doing already with vwo.com. My previous UI designs mostly followed this set of rules, except for Contrast and perhaps Proximity, especially my Project 2 design, which was very blue and hard to make out on darker screens. By following these four terms, I will be able to turn Condition Zero's existing UI into a refreshing, modern masterpiece.

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Feedback from Harrison Mills:

“Sliders look cool because they look realistic. The window contents are well laid out. It looks alright.”

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Feedback from Kai Kingston:

"The layout is clear but it looks outdated. It could use a bit of updating."

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Feedback from Christian Cooper:

"Repulsive colour scheme. Charming in its age. Functional. Simple and understandable. "

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Feedback from Dan Balls:

"Looks like Windows 98 and doesn't with the aesthetic of the game like modern games have. It looks bad. It has streamlined options for the average player who won't know what all the settings mean, it's simple."

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Feedback from Harry Broun:

"The text is too pixelated."

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The feedback from this interface was consistent in the layout, and mostly consistent in the style, with it being old and not nice to look at. This is one of the main things that will change with my remake, as I aim to bring it up to today's standards of UI design, however I will take many layout design queues from this interface that will be used in my redesign to keep consistency and usability throughout.

hl settings.png

Criteria for success:

  • Layout information intuitively - clear sections in grids

  • Use already established design and layout norms from other games and operating systems that my target audience play and use

  • Focus on simplicity first, with more advanced settings not being necessary for normal users

  • Design it to fit with the style of the game

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By following this criteria, I will be able to capture the same essence of GoldSource, just in a different way, and in a different engine. This is important, because part of what makes the Counter-Strike what it is, is the engine it's made in, and all its quirks and oddities, so replicating some of the design decisions chosen back then will add those oddities and quirks and should make people have a sort of "nostalgia" moment when using it. Modernising it will be creating the style in vain of the style of the game itself, which will most likely be realistic, similar to CS:GO. This will then require lots of research to get it right.

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I certainly agree with most of the peer feedback, however think it definitely fits the zeitgeist of the time. This is just that time-frame however, and remaking it will definitely need more modern design and intuition that didn't exist back then. The design doesn't hold up in this day and age however, which is why it needs to be remade.

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After asking Counter-Strike fans about this UI, their feedback was very similar to my peers. They did like the design because of the nostalgia factor however, as most of them have very fond memories of the earlier games such as this one, and so don't have many bad things to say. The main bad thing though is the style. The windows work well with displaying information in sections, but the visual style of how they're shown has a green palette, which gets old and boring very quickly.

 

As stated in my criteria for success, I will carry forward the simplicity of the normally more complicated screens (like settings), but still allow players to fine tune them through an advanced menu. 

Project Proposal

References (Alphabetically)

AFGuidesHD. (2017). Call of Duty 1 Gameplay Walkthrough Part 1 - American Campaign - 101st Airborne. Available: https://www.youtube.com/watch?v=hpaosWNvkwY. Last accessed 9th March 2022.

BattleMetrics. (Continuous). Counter-Strike servers. Available: https://www.battlemetrics.com/servers/cs?page%5Bkey%5D=11%2C12411697&page%5Brel%5D=prev&page%5Bcount%5D=1. Last accessed 2nd March 2022.

Coates, E. (Unknown). Call of Duty: Black Ops III. Available: https://www.gameuidatabase.com/gameData.php?id=1045. Last accessed 4th May 2022.

Coates, E. (Unknown). Doom (2016). Available: https://www.gameuidatabase.com/gameData.php?id=37. Last accessed 4th May 2022.

Coates, E. (Unknown). DOOM Eternal. Available: https://www.gameuidatabase.com/gameData.php?id=196. Last accessed 4th May 2022.

Hector_plz. (Unknown). Halo Infinite. Available: https://www.gameuidatabase.com/gameData.php?id=1262. Last accessed 4th May 2022.

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