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Hoodwink UI

Hoodwink being a social deduction FPS means that there is a lot of information that needs to be displayed at one time.
Information such as what role the player was, what colour they are, what tasks need to be completed, what weapons are available, what gadgets they have equipped and feedback UI like hitmarkers or button prompts.


The first idea that stuck throughout production was a menu that could open and retract on command, freeing up screen space for gameplay.
Making sure to have satisfying and repeatable animations on the tab menu was important to me, because I believe it is a major component to making a game replayable. (Image 1)

This can also be seen when viewing the cosmetics menu and settings menu, By adding pop and fades into the animations it gives people feedback for when they are hovering over or pressing the button. (Image 2, Image 3)

Originally I designed an ID card which each player would get to see all their information in the bottom left corner, but it was too dense. So I decided to simplify down to the 4 bars that is is now. Showing each player their colour, role, health and stamina. (Bottom left image 1)

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About Hoodwink

Hoodwink was developed by our team "King Crab Games", consisting of 4 designers and 7 artists.
 

Hoodwink is a 3-8 player online/local multiplayer experience.


Hoodwink is a social deduction FPS, set in a 1980's cold war government building. Your aim is to uncover and eliminate all government spies or destroy any evidence of espionage.


Matches of Hoodwink are made up of two teams, agents and spies.
Agents must gather evidence and fax it off to the head office for cross reference.
Spies on the other hand will have to cover up their tracks by shredding evidence and eliminating witnesses.

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