Earlier work · Microsoft Studios, 343 Industries · 2012
Halo 4
Menus, scoreboards and the heads-up display for the biggest Halo launch yet: $220M on day one.
- Role
- UI developer
- in sales on day one
- $220M
- players in the first 5 days
- 4M
- hours played in those 5 days
- 31.4M
- on Metacritic
- 87
I developed Halo 4's menus, scoreboards and heads-up display alongside designers, motion designers and shader developers, against a holiday launch deadline.
It made $220M on day one. In the first 5 days, 4M players spent 31.4M hours in it, and those hours ran through the menus, the scoreboards and the HUD.
- Menus: Game Informer called the front end "smooth and streamlined" and "easy to navigate," across campaign, War Games, Spartan Ops and Forge.
- Scoreboards: Halo 4 scored points, not kills. The scoreboard had to make the new rule readable at a glance.
- HUD: shaped like the visor, and see-through. One interface review said it "doesn't distract you."
A HUD is the job at its strictest: everything the player needs, at the edge of their vision, while something is shooting at them. No review names me; this is a team's work, and my part was building it.
The Infinity menu.
Forge setup.
Armor customization and loadouts.
The HUD in play.
Waypoints, ammunition, score.