♠ HUD Assignment planner 2017 ♠

Task 1: Create a plan of how you will approach your work over the course of the brief. You must include a detailed work schedule for the whole period of the brief. Describe how you will research, generate ideas, develop ideas, produce digital mock-ups and produce finished digital assets. Keep a log of your progress. Refer to Moodle for planning resources.

Key Points:

  • Weekly Plan
  • Detailed Work Schedule
  • Describe: How you will research, Generate Ideas, Develop Ideas, Produce Digital Mock-ups and produce Finished  Digitial Assets.
  • Refer to Moodle

Here is the weekly plan I developed:


The image above portrays detailed instructions:

  1. What Task I should start first and when.
  2. How the Task should be organised.
  3. Has the Task been completed.
  4. Finally any notes I have created throughout the progression of each Task.

After the creation of this Task Planner, I then developed a Gantt Chart in Microsoft Excel. This is an advanced progression tracker that determines when the Task should’ve been started and ended and when I actually started and finished.

Week 1


The image above represents my progress from “Week 1”. The Red line indicates the Date the work should’ve been started. The Blue Line represents the Date I did start.

The X – Axis shows the Dates and the Y – Axis shows the Task Names.

Week 2


Driving Game Research

Historical Driving Games

  1. Micro Machines –  Is a “Racing” game developed by Codemasters and originally published by Camerica for the Nintendo Entertainment System (NES) in 1991. The theme was based on “Galoob’s Micro Machines Toys“. Players race in miniaturised vehicles through a variety of environments. This was the first game in the “Micro Machine” series. micro-machine
  2. Diddy Kong Racing Is a driving/racing game developed and published by “Rare” for the Nintendo 64. It was released first on 14th November 1997 in Japan.The game is set in “Timber’s Island“. Diddy Kong and his companions have to defeat the Boss (intergalactic pig-wizard) through winning a series of races. The player can choose any of the characters throughout the game. “Diddy Kong Racing” features five worlds with four racetracks each. Furthermore, the Player can drive a car, hovercraft, or pilot an aeroplane.Diddy_Kong_Racing_gameplay.jpg
  3. Driver – The game is set in four different cities: Miami, San Francisco, Los Angeles, and New York. The layout of each map is only partially accurate. The player could explore each city as an open world environment. It was released in North America on June 30, 1999.Driver_iOS_gameplay.png
  4. F1 2016 –  Is a racing game which is completely based on the 2016 Formula One season. It was developed and published by Codemasters in Birmingham. It was distributed by Square Enix in North America and Ubisoft in Japan.


MotorStorm was a game produced for the PS3 in 2006. It was developed by Evolution Studios and published by Sony.

The game was successful and sold over 3 million copies worldwide. Evolution Studios decided to produce two sequels: MotorStorm: Pacific Rift in 2008 and MotorStorm: Apocalypse in 2011.

The game holds a Guinness World Record for the largest variety of vehicles within one game.

Players are in control of seven different types of vehicles throughout the game:

Motor Bikes  dirt_bikes

Definition: A two-wheeled vehicle that is powered by a motor and has no pedals.

ATVs atvs

Definition: A small open motor vehicle with one seat and three or more wheels fitted with large tyres, designed for use on rough ground.

Buggies buggy

Definition: A small motor vehicle, typically with an open top.

Rally Cars rally-cars

Definition: A car that has been specially designed or modified to be used in motor rallies

Racing Trucks racing-trucks

Definition: Truck racing is a form of motor racing which involves modified versions of heavy tractor units on racing circuits.

Mud-Pluggers mud-pluggers

Definition: Mud-Pluggers will drive through mud and snow with ease and they are best suited to these thick patches of terrain.

Big-Rigs big-rigs

Definition: a large truck with an attached trailer that is used for hauling freight

Motorstorm Apocalypse was a high-quality game that ran in 1080p and had stunning visual effects that had never been created before. It featured enhanced dynamic lighting and a more refined version of the franchise’s incredible physics engine. The game is a series of races set in a virtual world where a festival is held annually for racers to drive off-road on dangerous tracks.

Each vehicle has a collection of three different “Attributes” (Colour/Decal Schemes and Drivers). ou can view by pressing the ‘up’ or ‘down’ D-pad buttons. To see pics of these different skins, scroll down to the post below that includes pics of those vehicles.You can access this by pressing the ‘up’ or ‘down’ D-pad buttons.

When the game begins, you only have access to the first two vehicles in each class. When you play more Single Mode, you can achieve more unlocks for different classes, thus obtaining more vehicles.

When racing online, you will only have access to the vehicles you’ve unlocked. Furthermore, you can’t unlock any cars from racing online (this can only be achieved by progressing through the game and collecting points).

Here is the HUD for Motorstorm:Motorstorm.jpg

Interface Elements

HUDs (Heads Up Display) is also known as a User Interface. It is most commonly used in aircraft. Information is relayed visually to players on screen. Here are some examples: Items, Health, Progression (Level/Score).

Driving games have a unique HUD. They contain a variety of features:

Speedometer: Mesures the speed at which a given object is travelling. When playing a racing game, the speedometer is a vital piece of the car as this determines the “Speed”. When the vehicle accelerates, the hands on the dial increases. When the vehicle decelerates, the dial decreases. The numbers around the dial represent the mph (Miles Per Hour) or kph (Kilometres Per Hour).

Map: This is a diagram portraying the distance, shape and position of the player within a circuit. In a race, the map not only indicates your position but the position of the players around you. This is helpful at revealing when to overtake the opponent.

Position: This is a box/animation which displays your current rank in the game. Without this feature, the player wouldn’t know if he’s/she’s first, second, third or last. It’s a critical element within racing as the objective of the game is to come first.

Direction Arrows: In some racing games, there are arrows floating in the air, or placed on the ground. They may change colours to portray the speed at which the player needs to travel in order to achieve the perfect lap. Furthermore, they’re directions for the player, so that he/she knows which way to go.

Information Set

What does Information set mean?

  • The information below was taken from:
  • Information set (game theory)

  • [Online]
  • Wikimedia Foundation
  • Jimmy Wales, Larry Sanger
  • January 15, 2001; 16 years ago
  • The Date I viewed the website: Jan 12, 2017 11:52 AM
  • https://en.wikipedia.org/wiki/Information_set_(game_theory)
  • “In game theory, an information set is a set that, for a particular player, establishes all the possible moves that could have taken place in the game so far, given what that player has observed. If the game has perfect information, every information set contains only one member, namely the point actually reached at that stage of the game. Otherwise, it is the case that some players cannot be sure exactly what has taken place so far in the game and what their position is.”

Real Car Dash Boards:


Why do we need them?

Dashboards are an essential element within a car. They display information for the driver to assess, for example:

  • Fuel Guage – This is a dial that measures the amount of petrol/Diesel (Fuel) within a tank.
  • Speedometer – This measures the amount of speed at which the vehicle is travelling (in Mph).
  • Left/Right Indicator – A light which shows the direction of travel (Left or Right).
  • Temperature Gauge – This gauge measures the temperature of the engine coolant in degrees.
  • Tachometer – This measures how fast the engine is rotating in RPM (Revolutions Per Minute). This information is extremely useful if your car has a standard shift transmission and you want to shift at the optimum RPM for best fuel economy or best acceleration.
  • Oil Pressure Gauge – An indicator of the oil pressure inside of the engine.
  • Charging Gauge – The charging system is what provides the electrical current for your vehicle.

This information is important as it helps prevents accidents on the road. Furthermore, some icons help indicate whether or not the car needs to be repaired.

Are there legal implications to consider?

The work I create has to be original and “Non-Copyrighted”. Car dashboards are designed by large corporations who spend millions developing artwork and blueprints for their vehicles. Although every car has a “Dashboard” and their icons/symbols within it, the Dashboard I create needs to be unique.


My Car Dashboard will contain basic features, for example:

  • Fuel Gauge
  • Speedometer
  • Left/ Right Indicator

Extra Features will have to be created so that they’re unique and don’t relate to any branded companies design. These features include:

  • Oil Pressure
  • Temperature Guage
  • Boost?

Intellectual Property Law (IP)

Intellectual property law (IP) enforces rules for securing the legal rights to inventions, designs, and artistic works.

The Trademark protects Business Names, Slogans and other items used to identify it in the marketplace. A patent protects ideas and inventions.

F1 Copy Right Laws:

  • “The Formula One group owns extensive rights in and to the FORMULA 1 brand, including the right to commercially exploit it worldwide.”

  • f1_logosWord Marks:
  • F1™
    Formula 1™
    Formula One™
    FIA Formula One World Championship™
    Grand Prix™
    F1 Grand Prix™
    Formula 1 Grand Prix™
    Paddock Club™
    Formula One Paddock Club™

The information above was taken from:

Likliness of Branding within Racing video Games

The generation of today are more interested with New Technology and therefore are less interested in Driving/ Racing. Car companies are targeting the new generation by promoting their logo and brand within video games i.e. Racing Games, this will help increase profits and help boost the vehicle industry.

Car logos, designs or names are protected under copyright laws owned by the car company. If you want to use them in the game development, the Developer needs to convince the car manufacturer to allow them to use the Designs, Names and logos.

If the car manufacturer sees it as an effective advertisement opportunity, then they may allow the Developer to use the Designs through a licensing process.

The license may include:

  • Terms of use
  • placement of logo
  • Accurate car performance in the game
  • Limit on design tweaks
  • Period of use

Some Racing/Driving games like “burnout paradise” series, have their own models. However, high-budget games like “Need for Speed” series use real world car brands.

Copyright; legal and ethical rights

Regulations & Compliance

Regulations – The Restriction, licenses, and laws applicable to a product or business, imposed by the government.

Compliance – Regulatory compliance is an organisations adherence to laws, regulations, guidelines and specifications relevant to its business. Violations of regulatory compliance regulations often result in legal punishment, including fines.

Intellectual Property Rights

This includes:

  • Characters
  • Storylines
  • Code
  • Designs

All are considered as a commodity.

IP Rights legally protect inventions, Symbols and creative expression and can be bought, traded, given away and licensed.

Copyright Symbol

Copyrights protect an individual’s or group of individual’s original expression of an idea into a tangible medium. Copyrights do not protect the idea or concept, only the actual expression of the idea. For example you cannot copyright your idea for a game until it is expressed in a tangible form, like computer code. Copyright protection exists the moment an author fixes an expression in a tangible medium. This means the moment you save your source code to disk, or you sketch out the artwork for your game character or level art, you automatically have copyright protection without doing anything further. A publisher will often organise a deal with a developer to obtain the copyrights so that they can create derivative products and reproduce the product free and clear. Better known developers will be in a better position to negotiate this and potentially retain the copyrights.


After registration, you can then switch to ®, or continue using TM, as this does not lose you any rights. . There are some countries – the US is one of them – where failure to use R once a mark is registered will lose the trademark owner some of his rights, but this does not apply to the UK.

Trade Mark

Trademarks are identifying symbols, words or devices used to distinguish the trademarked good from other similar goods. The trademark rights prevent other people from using a similar mark, but the rights do not prevent others from making similar goods and selling them under a different trademark. This logo is a trademark that distinguishes the games that Rockstar publishes from other games. Trademarks must be distinctive so they are easily distinguished. Some are stronger than others and are therefore more enforceable. The strengths of the trademark are judged by a range of terms from weakest to strongest.

  • Generic
  • Descriptive
  • Suggestive
  • Arbitrary
  • Fanciful Interactive Computer Games
Service Mark

Trademarks identify products and service marks identify services.

Screen Shot 2017-05-03 at 10.59.22.png

Entertainment Software Rating Board (ESRB), the organisation which establishes content ratings for video games in North America, conducted an investigation that ultimately changed the game’s rating from mature to Adults only 18+

About PEGI?

What do the labels mean?
The PEGI labels appear on front and back of the packaging indicating one of the following age levels: 3, 7, 12, 16 and 18. They provide a reliable indication of the suitability of the game content in terms of protection of minors. The age rating does not take into account the difficulty level or skills required to play a game.
The content of games given this rating is considered suitable for all age groups. Some violence in a comical context (typically Bugs Bunny or Tom & Jerry cartoon-like forms of violence) is acceptable. The child should not be able to associate the character on the screen with real life characters, they should be totally fantasy. The game should not contain any sounds or pictures that are likely to scare or frighten young children. No bad language should be heard.
Any game that would normally be rated at 3 but contains some possibly frightening scenes or sounds may be considered suitable in this category.
Videogames that show violence of a slightly more graphic nature towards fantasy character and/or non graphic violence towards human-looking characters or recognisable animals, as well as videogames that show nudity of a slightly more graphic nature would fall in this age category. Any bad language in this category must be mild and fall short of sexual expletives.
This rating is applied once the depiction of violence (or sexual activity) reaches a stage that looks the same as would be expected in real life. More extreme bad language, the concept of the use of tobacco and drugs and the depiction of criminal activities can be content of games that are rated 16.
The adult classification is applied when the level of violence reaches a stage where it becomes a depiction of gross violence and/or includes elements of specific types of violence. Gross violence is the most difficult to define since it can be very subjective in many cases, but in general terms it can be classed as the depictions of violence that would make the viewer feel a sense of revulsion.
Descriptors shown on the back of the packaging indicate the main reasons why a game has received a particular age rating. There are eight such descriptors: violence, bad language, fear, drugs, sexual, discrimination, gambling and online gameplay with other people.
Bad Language
Game contains bad language
Game contains depictions of, or material which may encourage, discrimination
Game refers to or depicts the use of drugs
Game may be frightening or scary for young children
Games that encourage or teach gambling
Game depicts nudity and/or sexual behaviour or sexual references
Game contains depictions of violence
Online gameplay
Game can be played online

Extended Consumer Advice

This is specific information explaining why a game received its classification. A number of examples are listed below:Contains: extreme violence, criminal techniques, glamorisation of crime, strong language

Contains: comic violence

Contains: nudity, strong language, unrealistic violence

✍ Evaluation ✍

  • Assess how you created your designs and the methods you used to produce them?


Firstly, I drew out designs in my sketchbook using a pencil, rubber and ruler for precise drawings. I then annotated them explaining what each aspect of the drawing would represent. Furthermore, I developed the rough sketches to enhance the meaning and idea. Once I was satisfied with the sketches, I then copied them onto the PC using Adobe Photoshop.

Three Team Logos

The team logos have to be identifiable from different perspectives. Furthermore, they have to portray a meaning which would help people understand what the company designed. I created a brainstorm in which I placed many ideas on. The keywords of the brief were: Electric, Sustainability, Photorealistic, New-technology etc. The target audience of the Game has to be a younger generation due to the fact that it has to promote sustainability and New-technology i.e. “Electric Concept Cars”. The Game has to attract this audience so that the future generations can realise the issue of Pollution and Global Warming and that cars with Petrol/ Diesel are harmful to the environment. I wanted the names of the companies to be scientific, thus promoting “New-Technology”, and so once I had developed the names that I liked (Fusion, Paradox and Vortex) I started to design the logos for them. I used the lettering of each word to define the companies logo, for example, Fusion has two “F’s” both back to back, Paradox has every letter intertwined with each other and Vortex has the letter “V”. The designs are stylish yet simple and so they’re memorable. With the rough sketches complete, I then copied them onto Adobe Photoshop, where I enhanced the sketches. I used colours which represented countries, I thought that this was a good Idea because it creates a more realistic atmosphere when playing the Game. Fusion has the colours Red, White and Blue (Britain), Paradox has the colours Black and Orange (Germany) and lastly, Vortex has the colours Green, White and Red (Italy). Moreover, Italy is well known for their sports cars, the most popular being Ferrari and Lamborghini. 3-Logo-Moodboard

Fuel Guage/ Battery

The cars featured in the Game are electric concept cars and so they don’t have fuel gauges as there isn’t any petrol/ Diesel in a tank. So I had to design a symbol for a battery and so this would be the fuel gauge. The design process was easy as batteries were rectangular. Firstly, I drew rough outlines of batteries in my sketchbook, I then developed these ideas into more complex drawings. I incorporated a lightning bolt, but then later realised that it wouldn’t be necessary with the HUD composition. The final design represents a large rectangle with a smaller one on top. When I was animating, I decided to add a percentage bar, this would further represent the amount of liquid/ electricity the battery would produce.Battery


When I was drawing in my sketchbook, I created a variety of different designs. As I went through the design process, I realised that the speedometer I liked the most was difficult to create in Adobe After Effects. I decided to go back and create a different design but still adding to the minimalistic look. Furthermore, I later altered this on the PC which allowed me more control over the animation. The Speedometer reveals a curved line for the Rev Counter, a circular meter hand, a gear shift box (Yellow Box) and the Speed Dial. Instead of creating individual symbols, I decided to arrange them together. This created a clean and specialised HUD.Speedometer.PNG


Using Google Maps, I followed a route around London to which I found to be the most interesting. I incorporated this into my design and created a digital mockup of the path for the race. Using the Pen tool, I followed the path around the image from Google Maps until I had created a Race Track. I then added a thick stroke and created a small triangular shape (This was the “Player”). I exported both the Map and the Triangular shape and then imported them into Adobe After Effects. Using various tools such as the position, scale, rotation and stopwatch, I created a short animation of the Triangular shape driving along a short section of the Race Track. I then added a black background and scaled it down to the size I liked. Furthermore, I altered the opacity to around 50%.Map.PNG


The TimeCode is effectively a stopwatch, in this case, a lap timer. I used the effect of a TimeCode from the Effects & Presets panel. Once I had positioned the TimeCode to the area I wanted, I then added a Mask so that only a select portion was shown. This will identify the time a player has reached a checkpoint or passed the starting line.TimeCode.PNG


Within Adobe After Effects, I created a text box and wrote “?/12”. This is the placing and the Player will be able to recognise what position he is in on the ranking leaderboard. Furthermore, I then animated this within After Effects using the sliders on both ends of each “Number” Text Box.Placing.PNG

Lap Number

The lap number will show the current and total amount of laps player has achieved. I created a text box and wrote “Lap 1/2” as an example for the actual Game.Lap Number.PNG

Direction Arrow

Firstly, I sketched various designs in my sketchbook to find a fresh Idea for a direction arrow. Once I was satisfied with one of the rough sketches, I then developed this idea and created a digital version on Adobe Photoshop. At first, it was just the outline, but then I used the colours from the other symbols of the HUD so that it was relatable.Direction Arrows.PNG


Lastly, Once I had created all the designs on my PC and animated them within different compositions, it was time to arrange them on a single composition and then resize the symbol[s to my liking. In the end, the speedometer was on the bottom right, the battery on the bottom left, the Map on the top left, the TimeCode below the Map and the Placing and Lap Number on the top right. Once all the HUD had been repositioned and resized, I recorded Gameplay of GTA V so that I had a representation of how my HUD would work in the environment of an actual published Game.HUD.PNG



  • Pencil with paper (Rough designs)
  • Sketchbook development (Improving original designs)
  • copying the sketches onto the PC (Using Adobe Photoshop)
  • Further improving the designs (Photoshop)
  • Exporting the designs (JPGS or PNG)
  • Importing and Animating the designs (Adobe After Effects)
  • Editing the designs in Adobe After Effects (Using specified tools)
  • Exporting the video (MP4 or AVI)


  • How does it compare to professionals work? (Refer to your researched designs from Task 1, looking at similarities and differences).

I have used methods which professionals/ industries incorporate into their designs. In addition, I’ve used various applications associated with Adobe, which professionals/ industries also use.

The finished product of my HUD includes the basic fundamentals of a Car Dashboard and additional items which have been designed using research and planning.

I have researched the key elements of a Car and how it works. Furthermore, I have compared an example from a real life dashboard to a Game which has already been created, this has helped me better understand the nature of a vehicle and the goal that I was attempting to achieve.

  • Explain how have you used visual language, media, materials and processes to
    communicate your ideas and meaning.

The goal of the Assignment was to create a “Photorealistic” Race Game HUD using various programs and ideas. I have used the thought and design process of a professional/ industry to achieve this. My simple sketches and ideas at the beginning were drawn from the keywords in the brief. I integrated the word “Photorealistic” into each design to help me shape the designs I drew. I wanted the finished product to be clean and professional and so I didn’t over complicate the individual symbols of the dashboard with complex items and colours. I adapted my designs removing and tweaking elements that worked and didn’t work. I used real Game HUDs/ Car Dashboards as a reference to help aid the development of my work.

  • Explain how you worked safely in a computer studio environment (trip hazards, etc).

I worked safely in a computer studio environment by:

  1. Making sure all the bags were put neatly under the desk.
  2. No food or Drink was taken into the studio.
  3. People held scissors/ sharp objects the correct way.

Sketchbook Work

BMW Car Dashboard. Pencil representation.
Fuel Gauge from a common Car Dashboard. I annotated the areas which would be necessary in identifying how the “Fuel Gauge” works.
I drew a Three Dimensional indicator symbol, this is to show the direction in which the car is travelling in.