Mike's UI/UXcellent Adventure
Friends and colleagues often ask if I'd mind speaking to someone who is interested in getting into UI as an artist and/or designer, in games or otherwise. In passing on my "advice," I've noticed 2 things:
Few people know what it is I actually do all day, and
There doesn't seem to be a clear place to start learning the specifics.
Since I've had quite a bit of this sort of thing lately (especially from recent Illustration grads), I figured I'd lay it all down official-like on this here blog for the benefit of whoever is interested. And so I only have to type it once. Usability!
You'd be surprised how often I get this question. I'll explain it like I do to my parents (who I'm still not convinced know what I do for a living): the user interface is all the stuff in a piece of software that you click on, or tap with your finger, as the case may be. Anything that's a window, a button, a text box, a check box, a scroll bar, an icon, etc., and the configuration of all of these things on your screen, is considered the UI. In games, that also includes things like health bars, ammo displays, and directional indicators. Essentially, any visuals that aren't covered by character art/animation, environment art/animation, or FX are the purview of the UI, though often all of those other disciplines are closely intertwined.
All that stuff inside Iron Man's helmet? UI.
You're using an interface to read this right now.
This is where I think most of the confusion about what I do lies when I'm being asked about how one would get into this biz. Some assume I'm a programmer (mostly old people). Other artists often think that I simply sit and make sweet icons all day (which is awesome when I do). My answer always is: it depends on the studio and the day.
UI jobs can cover a wide range of skills, all of which are dependent on how the structure of the studio or game's production is set up. Typically, UI positions require design experience, which can cover anything from the purely visual (layout and organization—think web design and graphic design), to the more academic (an emphasis on User Experience or “UX,” which entails extensive wireframes, flow charts, and user testing), to the scientific (though less common, I've seen degrees in HCI or Cognitive Psychology listed in "desired experience" on UI job listings).
If a studio has a dedicated UI designer who takes care of the pure design tasks, they might also hire a separate UI Artist. Specialized spots like this tend to be available at larger studios with bigger projects, like MMOs or AAA console games. The artist would be responsible for the style and execution of the UI itself, which would likely include things like window and trim backgrounds, icon design, and possibly animation. While the majority of UI artists are 2D illustrators or concept artists using Photoshop and Illustrator, these days more and more UI is done in 3D with a modeling program like Maya or 3DStudioMax. Other studios, especially those making social or mobile games, or games using the middleware Scaleform, rely heavily on Flash.
As if art and design weren't enough, occasionally UI positions require some technical background. This could be on the more design-friendly side, like HTML and CSS, or programming like ActionScript (particularly in studios using Flash). Jobs like these often involve a lot of prototyping, which ties in to the aforementioned UX work.
So! Depending on the studio setup, the job requirements for a UI professional may cover any or all of the above.
Here at Proletariat, the UI department is just lil' ol' me. I'm responsible for the UX, visual design, and art, with a lot of art support from our other artists Lauren and Damon, and our freelancer Erica. I also prepare all the UI layouts in Unity with NGUI, which is the final step in putting UIs into the game itself before sending to an engineer to make it all work with code and dark magics.
How the hell do you learn UI?
That's a little tougher to describe, since UI covers such a broad array of disciplines. I'll stick to my own experience, since that at least applies to design and art. The following are suggestions, not necessarily THE way to go about getting into UI.
From a visual and organizational standpoint, I'm talking about graphic, web, and app design. My degree is in graphic design, which is traditional print design, and I think there are a lot of UI folks with a similar background. To scratch the surface:
Page layout: being able to place information and elements in an organized and pleasing way is key. Learning how to set up and use a grid system can help a ton. My bible in art school: http://www.amazon.com/Systems-Graphic-Systeme-Visuele-Gestaltung/dp/3721201450
Hierarchy of information: knowing how to arrange the information on a page and in what order with what emphasis is a huge portion of the job. Say you're creating a gig poster, you'd probably want to make sure people could read the band's name, the venue's name, and the date before anything else. The same kind of reasoning goes into any UI.
Learning some web design best practices is extremely helpful. Now that the web page as an interface has been around for a while, there's plenty of info out there on how people navigate around a page. A good place to start is here: http://www.sensible.com/dmmt.html
Mobile app design is great as well, since screen real estate is at a minimum, designers are forced to be judicious with their UIs. Regardless of how you feel about Apple and the iDevices (great name for a band from Cupertino), their design docs can be a useful place to start: https://developer.apple.com/design/tips/
That's essentially what UI design is: when someone hands you a game feature, you figure out how that feature is best presented to the player. You want players to understand with as little effort as possible what the designer of that feature is intending for them to do. Even an icon is a problem to be solved (how do I say "increased fire damage over time with crowd control" in one 40x40 image?)
Play loads of stuff: call it "competitive analysis" if you want to rationalize your playing of a shitload of games. A great way to solve a problem is to see how well someone else has solved the same problem. In general, it's also better to know the rules before you break them.
Ask loads of questions: ask game designers if you're presenting all the info they need presented and ask engineers implementing your designs if one solution is more economical than another. And especially query your players. Ask veterans about how they use similar features. Ask casual players the same and compare the answers. Ask people who've never played before to give it a shot and see how they react. The best way to solve a problem is to understand how your players actually play.
Make loads of attempts: in the biz we call it "iteration," but what it actually means is “fixing something until it doesn’t suck.” You're rarely, if ever, going to nail it on the first try. Listen to feedback and use that info to solve it further.
This one is mostly for the artists. Obviously this is subjective and I'm being snarky, but there is some consensus out there on such matters (like Comic Sans is for jerks). Really all this means is go out there and find some resources and examples of attractive design. Stuff like:
Other accomplished designers. Paula Scher, Saul Bass, David Carson, Shepard Fairey, or whoever floats your boat.
Typography. Chances are you'll be working with A LOT of type, so learn to love it and its minutia, and what works well in what situation.
Color. Not just theory as it pertains to painting, but as it applies to usability (i.e. red = stop and green = go).
Space. More page layout stuff. Did I mention that was important?
Interactions. Things like button animations and page transitions. There are plenty of elegant ways to get from one page to another.
Here's a place I hang out sometimes for inspiration: http://dribbble.com
OK! That's my spiel. If you've read this far, thanks!
Be Excellent To Each Other.