Eden Rising Supremacy
For PC & Consoles
email@domain.com
000-000-000
Eden Rising is a brand new action-packed Open World Tower Defense game!
Explore the vast world of Eden and defend your bases from hordes of alien monsters. Make use of everything you collect to craft powerful defenses, upgrade your weapons, and unlock challenges.
- Explore a vast open world and uncover the secrets of Eden!
- Craft awesome weapons, armor, and defenses!
- Defend your bases!
- Play solo or up to 8 player online co-op!
The Eden Rising team re-hired me a second time as a Freelance Graphical Designer to polish the previous protype I realised for them for consoles and PC in mind.
Again, at the core of my job I had to redesign the game for controller support and, eventually, consoles. So, for this contract I challenged the prompt based overlays to a full-screen overlay instead.
Their team being very limited to a tech artist doing everything, we had to make it seemless and easy to integrate. Also the support to different platforms for on-screen adaptation ratios was of the utmost importance.
So this time around I redid all menus they had with the new full-screen system in mind.
The Game relied heavily on contextual prompts everywhere as well as a central UI pop-up for all menus and interactions.
Like shown below, converting from pop-up based to full-screen allowed less cramped window systems and 9-slices to relocate text and contextual interactions; this flat design choice was also to give a "modern" look which was simpler to work with on a tight headcount.
Not to mention its easier to tweak around designers requests if ever they come up in the weeks and months into the production pipeline.
The Sieges are to core of the game and the main gamemode out of the world exploration. As of such it needed a flew of subcategories to interact with:
- The Sieges (of that particular Crucible)
- The Improvements (Upgrades of the this region Crucible), and
- This Current interacted Crucible Status
The basic Siege Mode UI was a re-adaptation (above) of the previous that was allowing only a prompt based menu. Now we had an overall menu. Then once selected, we entered a second depth layer that specified the waves and tiers of that difficulty.
The same for the Improvements, where we would get the status system as an integral part of the Improvements flow interface.
The biggest change I made, for the full screen system, was to add an additional overall main menu, on top of the already shortcutted menus for Keyboard and Mouse. Simply, it reduced the amount of needed buttons for controllers to access relevant menus, without impacting too much the numbers of depths.
You could also see your character in the back if ever you were attacked or wanted to still have an eye on your surroundings.
The Character menu didnt change as much, only I proposed an asset on which the 3D mesh and the camera were binded together; so it added a tad more realism than a floating 3D mesh on an invisible platform.
Like mentionned above, the inventory system needed to be big!
Why? It had to also show all your storages as some waypoints locations allowed free transfers in-between your stash and your storage…!
So we came up with a twin sided window system to exchange from one to another. Trash items could also be dropped with a button or dragged to and overflow allowed for a single safekeeping in case of overbloat.
When I redid the menus for the fullscreen versions, I finally added the Codex Menus. Which is for the achievements, beastiary, tutorials and lore sub-menus.
So these were first time mockups for the development team.
Crafting gained a lot of space contrary to the prompted UI interface. Items and equipment with materials could have more space and it allowed to divide the requirements and payments from buttons.
The World Map needed much love as it was difficult to track quests, objectives and the team wanted a legend on screen at all times.
Of course, it allowed the screen to breath and, most of all, to explain and lead the player into a more well known marking and pathing systems with others in co-op. Tribute to the vast majority of open world games that were (and are still) popular at the time.
The last part of the main menus was the Tech menu, where it was your personnal upgrades based on your overall biomes progression. This helped players add more turrets, unlock new types of turrets, weapons and upgrades.
Lastly, the upgrade stations were finally designed and allowed upgrade trees for weapons you owned as well as giving them additional sockets and socketing them.
The last part of the main menus was the Data Extract menu. This was basically a socketing menu for min/maxing stats of your upgraded items. Each socket having their specific bonuses.
Alexandre Etendard
Normand Gaudreau
Simon Peloquin