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F1 WGP Front-End Layouts

F1 World Grand Prix 2001 (PS2)

Front-End Layouts

These screens I put together to experiment with HUD layouts. One of the main issues with the HUD for an F1 game is the sheer about of information you have to present to the player, but still keep the screen as clutter and noise free as possible.

Bearing in mind that you have the whole bottom third of the screen taken up with the race broadcast information from time to time, it's a real effort to try and keep things clean and simple.

While all the information on the layout screens in almost never seen at once, I usually find it helpful to try and design screens when everything is shown. I can help you work out which information should take priority and more screen space and which can either be reduced or removed and placed elsewhere.

F1 WGP Front-End Layouts

F1 World Grand Prix 1999 (Dreamcast)

Front-End Layouts

For an F1 game there are many many dozens of screens that need to be laid out. From single player to multiplayer HUD designs to in-game maps, broadcast information and car performance details.

I spend most of pre-production creating visuals for all of these. I've collected here just a few of the ones which I think helped shape the product visually the most.

While designing the look for F1 WGP I spent a lot of time playing all the other F1 games that had been released. One thing that I noticed that they all lacked was a full implementation of all the broadcast HUD information that you see on TV. While some had made an attempt at it, no-one had really done it completely and accurately before.

So with this in mind I made an extra effort to make F1 WGp as complete and accurate as possible. Even down to the typefaces and spacing between the icons and text.

F1 WGP Front-End Layouts

F1 World Grand Prix 1998 (Dreamcast)

Front-End Layouts

The picture above was the very first image I created for F1 WGP in early 1998. At this point there was not even a complete development team on the project, just myself working on concept images working out how the final product was going to look.

Another area I spent some time working on was that of how environmental effects would look or should look like in the final product. I would create these in Photoshop and then present them to the programming team for input on how to create these in real-time.

All Images Are Copyright © 1999 VideoSystem Co., Ltd.

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