The Ant Nest

 
The Splinter Cell: Conviction gameplay video from this year’s E3 contains all sorts of things to get excited about, but I think perhaps I most enjoyed this small detail. Rather than get the HUD involved, objectives are projected directly onto the environment.
It’s my favourite kind of design solution: It’s simpler than what it replaces - it’s doing the work of two HUD items, the objective text and then some compass/minimap to show where the objective is. It’s hiding a fair bit of subtlety in its execution - it isn’t straightforward to make sure players see it in the right place at the right time. And it’s so very stylish.

The Splinter Cell: Conviction gameplay video from this year’s E3 contains all sorts of things to get excited about, but I think perhaps I most enjoyed this small detail. Rather than get the HUD involved, objectives are projected directly onto the environment.

It’s my favourite kind of design solution: It’s simpler than what it replaces - it’s doing the work of two HUD items, the objective text and then some compass/minimap to show where the objective is. It’s hiding a fair bit of subtlety in its execution - it isn’t straightforward to make sure players see it in the right place at the right time. And it’s so very stylish.

About

I'm Giles Hitchcock. I design video games
in London and I write about them here.

I work for Rockstar Games, most recently
on Midnight Club: L.A. Remix and
Manhunt 2.

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