I'm proud of the work we did artistically, but I'm actually even MORE proud of the work we did structurally. Let's do a quick thread. Our UX designer @JordanCHedges and the team rebuilt the entire flow from the ground up. 1/ https://twitter.com/ahmz1404/status/1305225181858676736
Typically, NRS games would be split into SINGLE PLAYER, MULTIPLAYER, ONLINE, etc. As modes and designs got more complex, these categories were no longer sufficient. So we grpahed them across 2 types of engagement: length of play, and depth of experience. 2/
We determined that the best way to split up our modes were in two major buckets: A quick, jump-in-and-play experience, and a deeper, narrative or progression-based experience. 3/
From there we filled out the other 2 main categories that we felt were major pillars: Customization, and our new re-worked Tutorial (see @BrianMakesGames's great GDC talk! ) 4/
The other thing we felt very strongly about is that the menu structure should not be deep. We resolved to be able to reach any mode in the game withing two menus. In past games, some modes were hidden pretty deep! By using menus AND hubs, all modes could be accessed easily 5/
I think this UX was the real star of the MK11 Menus. Having said that, I had a full GDC talk scheduled about the art direction of the UI, and after it was cancelled, I haven't gotten around to putting it together in video form. I promise, one day I will!
You can follow @_DaanishSyed.
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