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A once in a life time highly experimental phase pushing the boundaries of what a modern UI could be for Sony. An overall destruction of the senses, which was still fun and useable. A noisy messy punk apocalyptic anti UI splashed with fire, electric and paints set in the early noughties.

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The UX needed to Flow like the best 2d interface possible using 3d motion prototyping while combining real environment ideas to the UX.

 

We built and made 3D working prototypes for the UI then we built it up for the concepts below so it would all fall under our department, we even animated the characters  - all while keeping the focus on the UI & UX Player experience.

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Monos wanted to push beyond the standard 2d overlays, we wanted rewarding text to feel part of the world and explosive like the world they belonged to.

We created initial sketches, with the idea of them being made from parts of differing signs from within the world.
These 3d animated assets needed to be a real hit to the senses. these individual set pieces also needed to be built in a way that could be localised.

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2D into 3D Fonts systems

As well as the above, we wanted a 2d font system that bridged the gap between the real world and the UI.

it needed to feel mucky and metallic, but also clean and legible. - we comprised a multi text widget which could self-mask and allowed for us to add decals, scratches and paint to the text.

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Being a live service title and leaning into the messy punk apocalyptic vibe, with multiple areas a player could walk to. We needed a solution that fitted with the brief, and gave instant access to the user, all while avoiding the standard live service clutter.

We aimed at an early noughties tablet concept.

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The character would bring up a tablet in super-fast yet natural time. This allowed the player to see the usual offers etc. but also jump directly to a section such as a store or wardrobe.
A player would be able to skin the interface and tablet as well for a more unique experience.

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Below is the very rough sketch pad with some of the initial workings and block outs that we used a jumping off point and worked up.

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Big square and glitchy! We created jumbotron animations for the in game world as well.

Remember we have a lot more that can be shown on request, let us help get your users to have the best experience possible.

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