QUANTUM BREAK INTERFACE
|Client||MICROSOFT STUDIOS / REMEDY ENTERTAINMENT|
|Category||C01. Digital Design|
|Title||QUANTUM BREAK INTERFACE|
|Product/Service||QUANTUM BREAK XBOX CONSOLE GAME|
|Entrant||GREAT APES Helsinki, FINLAND|
|Idea Creation||GREAT APES Helsinki, FINLAND|
|Idea Creation 2||REMEDY ENTERTAINMENT Espoo, FINLAND|
|Production||REMEDY ENTERTAINMENT Espoo, FINLAND|
|Additional Company||MICROSOFT STUDIOS Redmond, USA|
|Niko Sipilä||Great Apes||Creative Director|
|Constantin Freche||Great Apes||Lead Designer|
|Mikko Saario||Great Apes||Lead Developer|
|Mikko Uromo||Remedy Entertainment||Technical Director|
|Kyle Rowley||Remedy Entertainment||Lead Designer|
|Mikael Kasurinen||Remedy Entertainment||Game Director|
|Sam Lake||Remedy Entertainment||Creative Director|
|Thomas Hudson||Remedy Entertainment||Lead Designer|
|Janne Pulkkinen||Remedy Entertainment||Art Director|
|Kyle Miller||Microsoft Studios||UX designer|
The CampaignWe decided to approach the project from an unexplored angle. The game aims for somewhat realistic science fiction and is not set far in the future, the interfaces seen in the screens of the gameplay take their inspiration from actual NASA interfaces so they are crude and functional. Also nothing indicates that future interfaces would look like they do in the movies. Our design is minimal and inspired by modernism and complements the visually complex and groundbreaking VFX of the gameplay.
Creative ExecutionFor the menus we produced a fully working HTML prototype to test the UX on a full HD tv with a Xbox controller. As for the HUD (heads-up-display) our dedication to absolute minimalism proved to be even more challenging. We didn't want the elements to seem at all blurry so eventually the only option was to align all illustrations into a pixel grid for all resolutions. For the more abstract time powers we simplified each of them to a symbol that would be understandable but would take as little screen real estate as possible. The motion design is extremely functional and to an extent similar to the motion design of mobile apps. This was also important due to the extremely visual and hectic nature of the actual gameplay.
Indication of how successful the outcome was in the marketThe look and feel of the interface was very well received as a breath of fresh air as intended. Many gaming industry insiders viewed it as the future direction of AAA game interfaces. Quantum Break has sold nearly a million units as of today.
Since the game was an Xbox exclusive and one the biggest releases of the year for it the interface took some ques from the Microsoft Modern Design (former Metro) Principles. This meant a limited, but distinctive colour palette and clean modernist typography throughout. The building blocks of the design come from the visual identity of the Monarch corporation from the game itself. Target audience consisted of the whole Xbox gaming community, especially gamers interested in story driven first person shooters.
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