Stealth Inc 2
2014 © Curve Digital
Microsoft Windows, Steam, GeForce Now, Xbox One, PlayStation Vita, Wii U, PlayStation 3, PlayStation 4
I was the sole UX/UI Designer on Stealth Inc 2: A Game of Clones, a 2D puzzle platformer which was initially launced on Wii U before shortly releasing on all other console and PC platforms shortly after. This resulted in an interesting challenge of creating bespoke UI for the second touch screen of the Wii U that displayed in addition to the core gameplay UI shown on the main screen with some bespoke features such as co op mode but could not rely on that second screen only to convey information as the game also needed to be playable on single screen platforms with mouse and keyboard and controller. The Wii U also posed the interesting challenge of the game to be fully playable on the handheld device screen only, at a much smaller resolution with touch screen capabilities.
Similar to my process with Swords of Ditto, I identified the game's feature needs alongside the core game loop requirements and created comprehensive game flow diagrams, created screen wireframe layout options and concepted the UI style direction in parallel. Stealth Inc 2 was the sequel to Stealth Bastard so already had an existing brand identity and distinct style in the first game of very minimal and utilitarian pixel font and scanline UI elements, almost emulating an effect of a retro surveilance system thematically linked to the notion of the clone test chambers. I carried this theme forwards in the UI design and UI art direction I took but elevated it further with a refreshed and distinct visual look that maintained the original game's digital surveilance visual notes but further tied it in to the expanded narrative of the sequel by theming it as a company intranet system and surveilance system for the company behind the testing, PTI, as though the interfaces used by the villain in the narrative.
In addition to the UI design and art, I also created the artwork used for in game narrative cutscenes, the game logo as well as other game branding for platform artwork and marketing which can be found in my 2D art section of my website.
Main Menu
The main menu, as with the rest of the UI, as described above took inspiration from Stealth Bastard in both layout and theming, using scanlines to emulate a surveilance camera but with an elevated solid colour pixel style with other elements to convey a retro CRT ‘green screen' style corporate company intranet system.
Chamber Select
The chamber (level) select menu again emulates a intranet theming such as filing visual language. The main goal with the menu’s layout was to balance both information about the player's progress vs global scoring whilst also displaying a sneak peek of the level as a means to identify each level without giving away too much other information.
Chapter Select
For the chapter select screen I wanted to convey the theming of a ‘you are here' location map you may find for an office floorplan.
Level Editor
Stealth Inc 2 included a level editor feature that allowed players to create their own levels to upload to the community levels feature. This feature essentially required a bespoke software editor UI for use with touch screen as well as keyboard and mouse and controller.
Community Levels
Levels created with the level editor could be uploaded to the community levels feature that could be played and rated by other players. As with the chamber select screen, the layout leaves space for a preview of the level then displays only the most critical information for each level as well as some controls for the player to filter, favourite and hide levels locally only.
Level Rating
On completion of a community level, players could view their playthrough stats as well as rate the level which added to a global rating value shown in the community level select screen.
Save Game
For the save game screen I emulated a retro save slot system again with a nod to a more retro tech vibe with floppy disks for the save motif. A theme in Stealth Inc 2 is that a lot of inanimate objects are anthropomorphised with little robot faces so I continued that theming here with the floppy disks with the detailing of empty slots being asleep.
HUD
The in-game HUD references Stealth Bastard's surveillance camera theming with an elevated art style and additional components to support new gameplay features such as the ability tool carousel above the player's head and Wii U specific features colour coded in green.
In-World Level Select
Co Op Mode
Stealth Inc 2 included a co op mode exclusive feature for the Wii U, utilising the Wii U gamepad as a touch screen element allowing a second player to assist with solving puzzles with drawing tools, ping features as well as additional tools to assist with solving level puzzles as some elements were hidden or different in co op mode that required both players in order to progress. For this feature I prioritised the touch screen input and ensure the input and interactions felt tactile as though they are directly interacting with the world.
Second Screen
During singleplayer gameplay, as the Wii U had a secondary accompanying screen in the gamepad, I created a second set of UI menus that could be displayed and interacted with independently of the primary screen by using touch screen input.