Halo Wars 2
Halo: Combat Evolved (2001) helped ‘solve’ FPS on console. Halo Wars 1 & 2 attempt to do the same with the RTS genre.
Role
Junior UI artist
UI, UX, animations
Responsibilities
Visual design, 2D asset creation, conceptual UI, UX wireframes and flows
When/How/Where
2015-2016
Create Assembly, UK
Consoles & PC
Visual Design
Halo 4 (2012) had released just a few years before, bringing a new visual direction to the franchise. Halo Wars 2 (2016) was an opportunity to refine the direction of Halo even further. We spent a lot of time balancing new visual solutions against the tried and tested.
Asset creation
Exploring 2D rendered solutions, as well as more typical UI iconography. I spent a lot of time on our “Blitz” cards, figuring out how to visually solve how card-game fundamentals could be reconciled with an already tight control scheme.
In-game UI
Halo Wars 2 was one of my first experiences working on a large-scale game, and an incredibly formative one.
As a junior designer, I got to explore how a well-established visual language like Halo could be adapted to a very different kind of game. Designing for an RTS meant constantly balancing information density, readability and familiarity, while making an experience built around mouse and keyboard feel at home on a controller.
Looking back, there are plenty of things I would approach differently today, but many of the fundamental challenges like simplifying complexity, designing within constraints and finding the right balance between function and character are ones I still work with today.
I still adore Halo and hope to revisit the potential that still lies undiscovered in the francise.
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