Dreadnought

 
 

Statistics Screen

The most challenging screen I had to implement. A lot of info is being pulled from different places to be displayed here. The main solution was to break everything down into encapsulating widgets, with data flowing downstream from the largest widget, the screen, to the panels, to the individual entries.

 

Social Screen

I was able to use the knowledge I gained from the Statistics Screen to make a manageable and efficient flow of data, from the screen, to the panels, the player cards. It’s also worth noting that I was able to achieve the intended visual look with very few textures by creating Border widget and coloring them appropriately. The only textures here are the magnifying glass, the arrow next to “Offline”, the crown on the player cards, the player avatars, and the icon next to “Squad.”

 

Contracts screen

The horizontal box of contract quests here populate dynamically and can therefore house as many or as few contracts as needed. The previous two examples also have dynamically populated lists. If there is one thing I learned on Dreadnought, it is the usefulness of dynamically populated lists.

 

UI video demo