Sam Gauss
  • Projects
  • Portfolio
  • About
  • Resume
Picture

South Park: Snow Day!

Translated an iconic 2D franchise into a 3D world with a full UI system for co-operative online play.
UI / UX Artist
  • Designed new characters and props and reimagined iconic environments in a 3D world.
  • Defined the style for all game UI in reference to the familiar aesthetic of the 2D IP.
  • Collaborated with designers in creating UX flows and wireframes to achieve design goals.
  • Scripted UI with Unreal 4’s blueprint system and material graphs.
  • Spearheaded implementation of localization pipeline allowing work outside of the engine.

UI Style

As we adapted SP to 3D space, using the UI to call back to the 2D papercraft textures and shapes was the clearest way to ground our game in the existing stylistic legacy of South Park, while also creating UI that would be clearly visible against a wide variety of environments and lighting scenarios. 
Picture
Picture

Media Brain

Early in Snow Day's development, we explored a rolled loot system that would also drop "media" that could be equipped to add small passive bonuses. There were a lot of proposals for this system, such as media pieces that had specific node shapes, and could be linked to other compatible pieces for synthesis bonuses either based on the types of media connected, or the types of connections themselves. I created several wireframes for how this could look, and UX flows for how a player would navigate between their 'vault' of inventory, and the brain itself.
When the game moved away from rolled loot, this amount of customization made less sense. The Media Brain moved to the more traditional skill tree with fixed locations for perks that could be purchased with in-game currency. Players could activate up to 30 perks at a time, and the tree was made in a way to be gamepad navigable in cardinal directions.
Picture
© COPYRIGHT 2015. ALL RIGHTS RESERVED.
  • Projects
  • Portfolio
  • About
  • Resume