Rogue Point UI from Concept to Shaders
in Freelance,Unreal Engine
I spent 7 months with Crowbar Collective, the makers of Black Mesa, joining them to cap off several years of development for Team 17 on their original IP “Rogue Point,” a co-op multiplayer tactical shooter.
I was able to flex my material shader wizardry (check out that LCD background on the weapon select), work out some lighting channel magic for the main menu’s “diorama” of characters, and generally think about the periwinkle blue icon color on a day-to-day basis, which was super fun. I gained more hands-on experience working with large databases and had a chance to study the methods of an even larger publisher that’s been in the industry for decades.
I’ve never worked for a friendlier group, one that can tell jokes almost constantly, playtests every week, and actually gave me an opportunity to weigh in on design decisions. I’ll always cherish the time I spent with Crowbar Collective.
Check out these Dev-Blogs and an article covering some of my work!
The main “Operator HUD” for in-game UI that I dressed up to match the concept art:
https://steamcommunity.com/games/1843840/announcements/detail/655947663575876559
Cosmetic Customization, in which I programmed a system to swap variations of meshes depending on what other outfits you have on, to exclude some outfits depending on what you’re wearing, or to add additional meshes in case some are or are not already equipped!
https://store.steampowered.com/news/app/1843840/view/500569576639037814
I also took part in many consultations over icon colors, information display, and general UX concerns as both a UI Programmer and UX Specialist
“…and while we have a lot of information we want to get to the player, we designed our menus to be as straightforward as possible.”
https://www.pcgamesn.com/rogue-point/exclusive-interview
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