Jenkybob
Jenkybob
About
- Username
- Jenkybob
- Joined
- Visits
- 2
- Last Active
Comments
-
@pixelfixed said:
@Jenkybob she definitely seems like someone without a lot of experience. black text borders? really? "so you can read it!" we can read it.
i watched her speaking about it in a q&a video. she seemed pleased. at the very least she doesn't hold to the same sensibilities as it's tone. she seems to want a very colorful and bright aesthetic, but that's the last thing this game should have. and to her credit she succeeded; i can't stop looking at her bright colors. the problem is my team's dead because i can't stop looking at her bright colors.
i don't even blame her. someone signed off on this. she doesn't know how to play, i'm sure, not in any meaningful way anyway. someone thought this was okay. behavior, for two years i've been griping about going up there and working (fixing) to family and friends. i have 5000 hours logged. gimmie a call and i'll be on a plane tomorrow to help with what i can. love this game.
i'm trying not to be totally harsh, as design skills take years to curate and refine, but she needs to be designing local plumbers web pages not dbd.
I think the major problem here is what I'll refer to as "trickle down incompetence". The lack of experience from the UI designer wouldn't be so bad if there was a senior designer overseeing the whole redesign, with a clear vision in mind and the ability to turn down poor decisions. The fact that none of the superiors at BHVR seem to have the slightest clue about anything regarding their own game only amplifies the situation.
Yes, the design is bad. Yes, we all dislike it. Yes, it's absolutely not her fault. I've definitely thought I'd done a good job on projects when I was younger, inexperienced, and still learning, only for them to actually be poor quality. The difference was that I had someone with experience who guided me and helped me improve the project, resulting in something great in the end. This clearly hasn't happened in this situation.
-
I just think the entire UI feels completely disjointed and looks they've attempted to go for form over function, then completely failed at that as well.
The entire point of this UI was supposed to be the ability to feed information to Killers and Survivors easier, instead, I literally cannot tell what is going on. I can't tell when Borrowed Time or other status effects happen. I can't see the struggle timer at all, so have no idea how long I have to save a person before they hit Phase 2, or die. I can no longer tell if my item is empty at a glance, because the empty bar is now just a lighter grey. Pretty much every single design decision is the complete opposite of what it should be.
The portraits should just be the Adept icons, an asset they already have and would fit in much nicer with the sylised themes of the perks etc.
I honestly cannot understand how anybody looked at this and thought "There, much better!"
-
This is the post that finally made me sign up to the forums because of how strongly I agree with everything you've said.
I'm also a graphic designer with around 15 years experience, and frankly this UI is laughable. You've hit the nail on the head with each of your points. It honestly looks like a first year student (at best) designed the whole thing and nobody was there to tell them to stop.
The whole thing is a complete mess and needs a serious rethink. The "designer" behind this new UI is far from fit for the role and either needs serious supervision from someone who actually knows what they're doing, or removing entirely.