Brian McCormick's profile

The Hunted - UI/HUD and Headlamp

          Sometimes, the subtlest touches, and the finest details, are what truly immerse players in a virtual world. In my journey through this course, the creation of a dynamic and contextual UI/HUD and headlamp system inside Unreal Engine, is one of my most proud, but also most difficult to attain, accomplishments.
The HUD that I have crafted is proof that less can be more. It's a simple and unobtrusive display that only surfaces when the player is running low on stamina. This contextual approach achieves a dual purpose; it prevents unnecessary clutter on the screen, and it communicates critical information when it's needed. This enhances the player's connection to the game world, while avoiding interrupting their immersion.
Stamina indicators are not the only thing included in the UI/HUD. It also incorporates environmental effects, adding layers of complexity to the player's perception. For instance, environmental effects, or a low sanity, can cause camera shakes making it hard to discern critical information when the game environment is in turmoil. Auditory hallucinations, which distort the players hearing, can also affect the UI mirroring the players disorientation.

The headlamp system I designed isn't just a source of illumination, but it is also a tool that players can wield strategically to navigate the game world. It has the ability to remember the last used mode, which streamlines the player experience and prevents the frustration of repeatedly cycling through the three light modes. The red light increases the player's stealth reducing the chance of being seen by an enemy. The UV light allows the player to follow things like blood trails or pick up on clues. The white light slowly replenishes the player's sanity while allowing them to see more easily in the dark, but this has a trade-off of being easier to detect by the enemies.
The headlamp was actually the most difficult logic for me to implement of all four artifacts. Determining a way to save the last used mode and cycle through the modes took a lot of iteration and testing to make sure it would work properly. Utilizing enumerations helped a lot with this, and they allowed me to make a modular headlamp which could be expanded with additional mechanics in the future.

I have chosen to feature these elements due to a distinctive blend of technical competence, design intuition, and player-centric thinking. They represent my commitment to crafting interfaces and tools that elevate the player experience while also allowing the developer to quickly iterate and improve on existing mechanics. It also is a testament to how the smallest details can affect the immersion of a game in perhaps the greatest ways.

A simple UI utilizing Unreal Engines "Widget" system to notify the player when their stamina is getting low
Environmental effects can wreak havoc on the player and their hidden "sanity" score. This can cause anything from camera effects to auditory "hallucinations".
A multi-setting headlamp allows the player to be more stealthy, see certain objects, and illuminate the dark woods surrounding them.
I use enumerators and a custom function to switch between functions, as well as save the last function. That way, when the headlamp is turned off and on again, it will be on the last setting it was using!
The Hunted - UI/HUD and Headlamp
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The Hunted - UI/HUD and Headlamp

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