Bullet Run as a game revolved around the sci-fi idea of a future TV Show that featured live human “Synths” fighting to the death as prime time gladiators. Having style and presence during combat was an essential gameplay element and as such a range of varied costumes, masks and weapons were developed.
The in game screenshots above show the varied levels, characters, weapons, props and UI design overseen by myself as Art Director, plus some of the in game cinematic shots I designed for promotional video footage.
Designing the UI for Bullet Run was very interesting as the sci-fi concept provided an interesting angle in which to base the style; the idea of “Synths”; Human clones that could be re-spawned after being killed in combat. With every re-spawn the memories and consciousness of the “Synth” would be downloaded to the new body. This gave rise to the idea of a consciousness holding area which became known as the HVD (Hyper Visual Display).
This essentially was the in game user interface tied into the game story.
To contrast with the in game action, the UI was calming and relaxing, with smooth ambient audio and a silky voice speaking to you. Additionally as you progressed through the UI toward entering the arena, the mood would be lifted by the subtle roar of crowds as a subliminal touch to build anticipation and the sense of fame and celebrity.