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    The goal was to redesign and restyle the game interface. The first version was completed all the way back in 2010 in a limited time. Now, it was … Read More
    The goal was to redesign and restyle the game interface. The first version was completed all the way back in 2010 in a limited time. Now, it was necessary to update the interface before the full release on Steam. The plans included a transition to DX11 and a complete graphical upgrade. An interface style was selected that would mesh with the setting of the game — feudal and medieval. The overarching idea was “crafting” - items made by human hands and rough medieval instruments. In addition, natural textures and elements were used - stone, metal and wood. Each window has been analyzed and improved in order to streamline the user experience. We concentrated on enhcancing the UX and making sure that the interface will help resolve the problems that players may experience when playing the game. Most of actions in LIF are perfomed in real time. That’s why the almost all of the windows that open don’t go to full screen - they must help player make an action, but they mustn't close the view. The specifics of the system were also taken into account - a fully customizable interface and two modes (Freelook mode and Cursor mode) All of the work was carried out by the LIF team: Art-director, GUI designer, Artist, Programmers and Game designers. Read Less
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Team worked on
 
Project Leader, Game Designer
Vladimir "Bobik" Piskunov
 
Art Director
Stepan "Link" Samosevich
 
Game Design
Artur "binart" Borodin
 
GUI & UX Design
Andrii "salvadortali" Taliashvili
 
2D Artists
Oleg Pavlov
Ruslan Bykov
 
Programming
Alexander “OnWheel” Dudkin
Yuri “SmallBo” Hamidulin
Vladimir Kazakov