UI/UX of EVE Frontier w/ CCP Jötunn, CCP Hex, CCP Heartbleed and CCP LayoutLord O
EVE Frontier: UI/UX-Team gibt Einblicke in Designprozesse und Herausforderungen

Das Team von EVE Frontier erläutert die Geschichte des Carbon UI Frameworks, die Entwicklung eines Design-Manifests zur Vereinheitlichung der Vision und die Rolle von Base Building als Testfeld für neues UI/UX-Design. Vorgestellt wird auch das GravitonUI Design System und die Pläne zur Anpassbarkeit der UI. Inspirationen kommen von Satisfactory und Netflix.
Einführung in den Livestream und Vorstellung des UI/UX-Teams
00:05:1500:05:15 Hello and good evening, everybody. Welcome back to another EU Frontier livestream. I, of course, am your host, as always, CCP Yoten, joining you live, though the stream will not be. We are hard at work. Our team is busy, currently scraping and clawing, getting ready for FanFest, which begins next week. We'll be talking about that a little bit later at the end of the stream. But until then, you have me and a prerecorded stream that we did just the other day.
00:05:44 Between myself, CCP Hex, CCP Heartbleed, and CCP Layout Lord, talking about the UI and UX of our upcoming Space Survival Horror Massively Multiplayer Game RPG E-Frontier. It's such a delight, of course, to see all of you, as always. And to anybody watching this on YouTube, what up?
00:06:09 How are you doing? Hope you're well. I will be looking forward to reading your comments after this one because it is a banger. There's a lot of really cool stuff in here. These three, we've never met any of them before. We have never had them on stream. They did a great job. I was super excited to see them, you know, really put together. The most organized, and I say this, I don't want to like understate this if I can avoid it. The truly most organized.
00:06:35 Stream prep I've ever seen in my entire life. They had a whole presentation. They put the presentation together in Figma instead of PowerPoint. It was all very well spaced out, about as much as you can expect from a bunch of UI designers. So without too much further ado, we are going to jump ahead to that pre-recording. Hang on after the break when we come back, because we'll be coming back to me. We'll have a couple more things to talk about here at the end, and then I'll let you get on with your...
00:07:02 Until then, take it away, CCP Oten from the past, along with CCP Hex, CCP Heartbleed, and CCP Layoutlord.
00:07:11 Thanks CCP Oten, much appreciated. Hello everybody, it's me, CCP Oten from the past. Joining me today, my god, what an exciting and not at all stressful 20 minutes this has been, getting this all set up. Everybody, I am stoked. This is the first time we've had any of the three of you on stream, which is great. I'm sure you're not even remotely nervous about this. There's no anxiety about what's happening here at all.
00:07:40 So I'm Jazz. So this is the UI UX stream. We're going to talk UI UX, but we're going to be talking it with three of our very talented designers and programmers and engineers. Engineer. Programmer? Engineer? Engineer. We're going to be talking with CCP Hex, CCP Heartbleed, and CCP Layout Lord. Ladies, hello. Thank you so much for joining me. It is a pleasure to have you.
00:08:05 So, you guys are all part of the User Experience User Interface Team. You focus a lot on how players interact with the game, how players, you know, the tools that players are going to be using to
00:08:27 mit der Universität. Und das ist, das ist Ihr ganze M.O. Das ist ein ganzer Punkt für uns für eine lange Zeit, weil ich glaube, dass die Version der U.I. in der Game ist vielleicht nicht so gut. Aber es ist da, richtig? Es ist da.
00:08:48 Ja. Soon. Ja. Soon, TM. Für sure. Soon, TM. So, I'm just going to let you guys introduce yourself real quick. I'm going to go through you. We'll go Hex the Layoutlord in that direction. Just, you know, tell us your name. Tell us, not your name. We're going to try and not dox each other. CCB Heartblade has promised me that she is going to dox at least one person on the stream. Very likely. CCB Overlord is sitting over there with a counter. He's waiting right now.
00:09:18 So, we'll just go through, tell us your name and what you do, or I guess your position and what you, what your focus is. CSB Hex, please. Yeah, I'm CSB Hex. I'm a UX designer. More focus on UX and flow, but me and CSB Leonard also kind of collaborate on style. We are mostly working on Facebook. Cool. At the moment.
00:09:44 Awesome, love that. CCPHeartbleed, please introduce yourself. Yes, I'm CCPHeartbleed. I am a UI UX Engineer. So everything these girls design, I implement in the game. Nice. And CCPLayoutLord, you? Yeah, I'm CCPLayoutLord, Senior UI UX Trainer. Recently transitioned to the in-game staff. Previously I was doing the Vault.
00:10:09 So, yeah. Oh, yeah. And the vault looks great. So, good so far. Love that for us. Yeah. So, I mean, I think when people...
00:10:19 Ich glaube, es geht um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um
00:10:47 Yeah, not ideal. So let's, I want to take a few minutes just real quick just to, and I know you're going to, we have a presentation. I'm very excited. We have a presentation that you were all kind enough to put together. But I guess just in very broad strokes, when you're given the task of supplying
00:11:06 So we're gonna go to this screen. Ooh, look at this.
00:11:32 Let's go through this. I know CCB Hex, you put a lot of this together and you are certainly controlling the buttons here. This is fascinating. One of the things people are talking about a lot.
00:11:48 Was ist ein Placeholder? Was ist ein Placeholder? Was ist ein Placeholder? Was können wir jetzt sehen? Oder was können wir sehen in June? Und sagen, okay, das ist das, was sie haben in mind für die Zukunft. So, bitte. Ja, das ist die Frage, dass wir hier heute versuchen.
00:12:10 We kind of approach this as we are just going to be as transparent and honest as possible. Good. And let you in to have a little sneak peek on current work. I love this cool inspiring tagline by the way. Very great. Not at all phony. We are not content creators. I think it's weird. That's true. Designers, engineers, not content creators. Gotcha. Okay, we'll leave the content for CCP Maximum Cats. Yes. All right.
00:12:39 Take it away. Ja, so... Wow. I need some action. I need like a headshot. I need a proper headshot. I think the headshot that I have in Slack right now is like the picture I took when I first got off the plane the very first time I got here. All right, anyway, go ahead. Yeah. Well, you may have heard that everything is a placeholder. But...
00:13:08 Wir sind hier heute hier. Ich werde dir wissen, warum. Ich werde meine Keyboarden überlegen. Oh, ja, okay, ich habe die eigentliche Keyboarden. Ich habe das nicht nur realisiert. Okay. Shoutout zu CCD Wizarding in der Background. Nicht all, uh, uh, just lurking back there. Ja, exactly. Okay, so, yes.
Geschichte und Herausforderungen des Carbon UI Frameworks
00:13:3700:13:37 Oh, sorry, I'm just going to start here. So I'm going to tell you a little bit about the history of the framework and the system we are using now. I'm going to try to have it pretty high level, not really that technical, but if you guys here feel like you're losing me, please just feel free to step in and ask some questions. Oh, yeah. Okay, so the system we're using is...
00:14:05 Carbon UI. And this is something we inherited from EVE and it's decades old. So, but it's very extensive and it has a lot of stuff. But basically it's Python based and you can see like this screenshot on the picture here is an example from our UI data bank almost that's in game for us developers. And there you can see we can choose from all of these.
00:14:34 ...types of elements that are commonly used in the games. And this is just like a collection of classes and components. Originally, the system was designed to be like a multi-layer, like an abstract layer. So you have like a base class and then you can use that to kind of define your own by using inheritance, which is like a technical term. I don't know if everybody knows it, but basically you have like a...
00:15:01 an instance, like a child, almost like a copy of the base class that you can configure yourself. And that was like the original thought. And there you can see an example of a button and a sample of the code, like how we implement the button in code. So this adds on some complexity, for example, like there's less like granular control over the
00:15:29 Especially the look of the elements, because it's all been predefined. Sure. There's more skill involved in adding UI elements than, for example, in web programming, because you need engineers and you need programmers to implement the design or to implement the elements in code. And there's not, like I said, the division of form and function.
00:15:58 It also kind of introduces this bloating of the code, because the more you use the inheritance, the more instances you get for specific types of buttons. And that also just means there's more things to oversee and more maintenance to be had. And it also introduces this fragility, because it's really hard to go back and try to...
00:16:26 weil es ein paar von diesen Inheritenden. Ja, da gibt es eine EVE-Online, die POS-Code sind.
00:16:42 der POS system, der Star-Based System in EVE ist so ingrained in so many different systems that it becomes hard to detangle it if you're trying to do something a little bit different. Yes. I think obviously this sounds like more or less the same thing is true when you're talking about our UI elements because they are...
00:17:00 You're right, any little button that needs to be changed might mess up something that is totally unrelated. It's somewhere else on the other side of the interface. And you just might not even know about it until after you've already done the work of fixing it in the first place. Yeah, so you can't really go back and touch the base components without making sure it's backwards.
00:17:26 because you can't really go in and remove functions because they might be used somewhere. So on this next slide, this is actually an old picture that was taken from Eve, where somebody went in, found all the different types of buttons and found like 150 different button classes.
00:17:49 Und du kannst sehen, dass sie minor variations haben, aber es kann alles aussehen, von Color, Background Textures, Shadows auf Text oder Icons, Icons Left oder Right Side, Only Icons, Circular, Round Buttons, Square Buttons, Small Buttons, Big Buttons. Es gibt so viele Variations. Ich würde sagen, 150 Buttons bedeutet 150 verschiedene Lösungen.
00:18:15 Yes, it's right. I mean, some of these are probably being reused. I can't say this is a hard requirement, but as you can see, this means a lot of code maintenance, basically. Let me ask you guys just sort of a general question real quick, and any of you can feel free to chime in and answer this. Do you feel like this is a problem that happens? I don't even call it a problem, because obviously Eve's UI does a really good job doing what it's trying to do, right? But it's also old.
00:18:44 Es ist sehr alt an diesem Punkt und hat ein viel accumulativen Lägers auf dem es. Do you feel like this is an issue of planning or an issue of just like, you know, not going back? I guess the question I'm asking is, is this something that can be prevented or is this something that happens naturally over time?
00:19:05 I think it's hard to prevent it, at least the way they thought about it originally, making this abstraction in code. I mean, it's not a bad idea, but I think, like you say, it kind of just gradually happened over the years, because then you have new designers coming in, creating new elements, and everything means that the engineers need to be resourceful and figure out how to do this in code. So, yeah, I mean, yeah, I think we can probably learn from this.
00:19:34 und das ist unser Plan. Aber ich denke, vielleicht... Ich weiß nicht, es ist schwer zu sagen, dass das komplett verletzt wird. Ich glaube, wir sehen. Ja, ich glaube, wir sehen. Ja, genau. Ja, genau. Weil du immer planst etwas und es vielleicht nicht genauer planst. Ja, ja. Okay, so... Hier, du sehen, das ist ein Screenshot von...
00:20:03 The game that will be released in June. And there you can see, I mean, these are clearly buttons, right? Like they look like buttons. You press them, they have like a hover state. You click them and it shows you like which window is open. You interact with them. They have a tooltip. But in our system, this actually isn't a button because
00:20:31 Our buttons that we have can't look like this and don't have the capabilities basically or like the implementation to have like these two different frames on the top and the bottom. So this is again another example of us kind of being resourceful and using what we have and this ended up being a component with frames and the icon and tooltip but like it's not actually a button.
00:20:59 Ja, ich weiß. Und es ist ein Button. Aber es ist nicht definiert als ein Button in unserem System. Das ist was ich sagen. So, die girls werden darüber sprechen über das in der Präsentation, wie wir versuchen, das zu implementieren, und wie sie es machen. Das ist nicht mein Expertise, aber das ist mir.
00:21:28 Das ist, was wir haben, was wir haben und was wir können. Und ich habe den Design gesagt, es sollte so sein und so sein, und ich kann nicht die Button-Componenten, die wir jetzt haben. So das ist, was der Pitfall hier ist, mit unserem alten System.
00:21:49 I think we can all agree. I was trying to make points of how we could fix these or how we could make it better. And I think the dream vision is this modularity where we decouple the code and design so that designers can actually implement the look more and have more granular pixel control over the elements. But there are of course ways to do this. We can have...
00:22:18 A markup language or what you see is what you get like in code edit or something. This is pretty, yeah, I think this is pretty much a future vision, but it would be great. Consistency, which I believe is something they're probably going to be talking a lot about in the coming slides, which is basically like.
00:22:41 Making all the elements look and feel the same so they can be repurposed and reused rather than always reinventing the wheel, as has kind of been the pitfall in previous versions. And sustainability, like try to invest in long-term solutions and maybe even something that's more frontier specific, because I think maybe the kind of, I wouldn't say mistake, but like going...
00:23:08 Trying to make it multifunctional right from the past, like eat it with the abstraction and trying to make it work for everything usually means it might not work for anything. I know we're dancing around this a little bit, but maybe not so much mistake, it's just lessons that we can learn from it. Yeah, exactly. Of course, it's not a mistake. It's doing the job.
00:23:37 Cool.
00:24:06 Good start, love that. Yeah, I made it through. Love it, I nailed it. I'll pass the baton to, and the actual keyboard that I have here, I'll pass it to Laura. Thank you. Nailed it. Yes, so. So. But how do we move on from that? Right. It's probably the question you're all asking. It's the question that we are asking and are trying to answer currently.
Vereinheitlichung der Vision und Design-Manifest für Frontier
00:24:3500:24:35 So, in October, shit got a bit real. For real, for real. Yeah, the OIWX team started to grow with the addition of CCP Layoutlord. They joined us full-time and in-game. I'm working on in-game stuff. The to-do list was also starting to grow, but the time was not.
00:25:00 The exact opposite was true for time, actually. So this kind of created the need to get some unification within the design team on the vision, on the plan, on the roadmap. It's not the fact that we haven't, like everything is a placeholder, yes, but we're also like everything is a placeholder because
00:25:23 für die letzten zwei oder drei Jahre, wir haben uns versucht, einen Startpunkt zu finden, einen Platz zu jumpfen, zu finden. Ja, ja. Aber ja, letzten Oktober, wir waren wirklich, okay, jetzt müssen wir wirklich aufstehen und starten diese Arbeit fully. Was haben wir, was wir benutzen?
00:25:44 und all of that, so we need to unify our vision to create some sort of like a guiding light to centralize all of the three of us and alongside getting unified as well with CCP Maximum Cats and his vision for the UI and so we also needed to solidify our approach to this not only in the approach of writing this
00:26:09 und auch in der Sprache, wie wir arbeiten können. Cool. Für die lange Zeit in-game, es war nur die zwei uns, mich und CCP Headsection. Und was wir auch in Oktober haben, war es, dass wir die Terminologie hatten. Wir hatten diese Worte, wir hatten diese Worte. Wir hatten natürlich auch eine Inspiration oder eine Direktion als wir waren.
00:26:38 Aber dann haben wir gesagt, okay, wir haben gesagt, dass wir auf Brutalismus haben. Und dann haben wir, dass Brutalismus eine andere Sache bedeutet für uns. Okay, jetzt müssen wir unsere Zeit machen und schreiben, was Brutalismus bedeutet für uns. Das bedeutet für die Frontier. Was ist Brutalismus in der Frontier? Was bedeutet das mit den Worten, die wir benutzen? Und dann auch, wie wir das applyen? Wie ist das?
00:27:05 terminology that we write and the definition applied to the visuals as well gotcha okay um yeah so we started this work in december um working on our um design manifesto basically the vision of of ui and uax in the frontier um so originally this is like kind of what we want to achieve
00:27:27 Hopefully this year to get this kind of solidified, it's going to be a constant work in progress, all of this. And it is like a path project on the side for us. Like we need a unified vision, we need to get grounded in this. But as well, like there is a big to-do list and so other stuff does come first. But that doesn't mean though, like because that other stuff also informs this work a lot.
00:27:57 So the two go hand in hand. So we want to find our seed words. We want to plant seed words. So what is the core terminology that we can use to describe what we're trying to achieve? So that can guide our design decisions. Out of those words, can we create a vision statement? That is kind of really, it's a digestible vision statement that everyone in our team, not just the design team, can understand, but also...
00:28:24 Does that vision statement trickle over to other teams and other disciplines? Can they use this work that we are doing as well? But then fundamentally we want to get to creating design pillars as well. So just how do we encapsulate that vision in fundamental principles in a way? It's funny.
00:28:49 I hate to interrupt, but it's funny you mention how it needs to be digestible for everybody across the entire team, not just obviously you guys as designers or as an engineer, but for example, the UI, or UI, the overlay that's used here for this stream, all of these little elements, the bars and the little notches in the corners and things, those are all things that came from
00:29:15 Obviously, from our art team, our creative team, but that's all reflective of...
00:29:23 Das ist alles, was wir haben. Das ist alles, was wir haben. Das ist alles, was wir jetzt sehen. Obviamente, das wird sich in der Game verändern. Obviamente, das wird sich in der Zeit verändern und wir kommen, um, als wir kommen, um, ein kleinerer Produkt. Und das wird wahrscheinlich starten zu sehen, wie die Arbeit du in der Zukunft bist. Aber das ist, ich meine, es ist, es ist nicht nur auf unsere Streams, es ist auf unsere Slideshows. Wenn du schon mal in der FanFest bist, dann sieht man sich das alles aus, was das alles aus. Und das ist alles aus dem Design.
00:29:52 Das ist super cool. Ja. Ja, und eben durch die Marketing und die Website. Wie können wir alles, was Frontier ist und die Prinzipien und die Design-Pillars, die alle Frontier-Pillars, die alle Team und die Frontier-Pillars, die alle Team in der Team, die kann, oder auch ein Teil von Kreativ machen.
00:30:16 Ja, und vielleicht möchte ich auch noch sagen, um die Immersion auf alle Plattformen zu halten, weil Frontiery ist eine sehr Multiple-Plattform.
00:30:28 Ja, ich meine, und das ist, das ist die, die, die, die real appeal, right? Like we, because that, that's a way for us to then go out and, you know, anytime somebody looks at any one of our platforms that has the same kind of design language being used in it, they're like, oh, that's Frontier. Like, obviously we, we can just see from a glance, that's, that's obviously, you know, that's them, that's their thing, you know.
00:30:52 All this to say, like when we talk about UI, UX, a lot of times I feel like people think it's just an in-game thing, but it's so much, it's like the whole, it's like the design philosophy of how interfacing with any of the Frontier stuff should look, right? Yeah, exactly. Definitely. Yeah, so I'm going to tell you about the C220, because that's the only thing that's kind of...
00:31:19 Ja, das ist der Ort, der wir nachkommen sind. Oh ja. Es ist, es ist, es ist, es ist, es ist, es ist, es ist, es ist, es ist, es ist, es ist, es ist,
00:31:27 So, you've probably seen this, that's the Pillars of Frontier. It's grounded in science, it's a cruel survival experience, it's rebuilt in a broken world. So what we did here, this wasn't UI, UX specific words or a word hunt that we did. It was more, we did this when we started tackling base building. And what we did was let me, CCPO, and Layoutlord and CCT.
00:31:56 Look up! Wir all sat down. Und in eine brainstorming-timed-brainstorming-session habe ich gesagt, was ist es? Alle waren einfach nur die Worte der Aktivität oder die Worte, die Worte der Phase-Bilding. Und jetzt, dass ich das alles zusammengefasst habe, es ist jetzt relevant. Es hat sich in die Seedwaren.
00:32:24 Das war die Worte in den Pillars von Frontier. Und wie sie line up sind, wo sie sich, wo sie sich, wo sie sich, wo sie sich, wo sie sich, wo sie sich, wo sie sich, wo sie sich, wo sie sich, wo sie sich, wo sie sich, wo sie sich, wo sie sich, wo sie sich, wo sie sich, wo sie sich, wo sie sich, wo sie sich.
00:32:46 so a few of those words as well always kind of stood out to us we were like it's exploration it's history like you're surviving what are you doing you're exploring to survive or are you like what are you surviving like asking all of these these kind of questions and just just thinking about yeah uh letting that kind of mull over in our brains while we we tackle other stuff as well
00:33:09 So, wenn ich sage, das trickle mich auch über die actualen Sachen, die wir mit der UIU-Exword-Bank machen hatten. Es ist wirklich schwierig zu beginnen. Wir haben einfach gesagt, wir müssen die Worte finden, die Seed-Worte finden. Wie finden Sie die richtige Seed-Worte? Und so, diese Worte werden die Worte definieren den Rest der Welt. Ja, ja.
00:33:36 So how do you populate the seed word that kind of embodies everything that the frontier is supposed to look and feel like. I think we took kind of an interesting approach here. It was really fun exercise to do. So what we did was look at it from the three perspectives. So one from the personality side, the emotional experience and then the storytelling as well. So what we did was we created these sliders.
00:34:05 So each slider has opposites, words that are opposite. And it goes into one direction. So if you read the first slider, it is like, that one is positioned at 90% ruthless and 10% compassionate. And so it's like finding that nuance between these opposite words that we kind of want to capture.
00:34:28 So we did this and we had the CCP Maximum Cats here go in and adjust these sliders just like by like trying to make him kind of trying to capture the asses of what he's trying to say to us. I'm just imagining him sitting here like looking at a screen full of sliders just like slowly over the course of a day like moving them one a little bit to the left a little bit to the right going like yeah that's better. Yeah that's exactly what it looks like. Hell yeah. Sick this is so cool.
00:34:57 Ja, und so, ja, so für die Persönlichkeit, und wie ich gesagt habe, das hier ist ein sehr viel Erfolg in Progress, und das ist, wie wir nur diese, um zu starten, zu generieren, die Wörter, weil es wirklich schwierig zu gehen, von nichts zu, all of a sudden, zu haben, relevant Wörter. So, diese Sliders waren eher eine Frage, was die Persönlichkeit der EOI ist.
00:35:25 die Identität finden. Und dann, was wir gemacht haben, mit der Hilfe von A.I., ein bisschen von A.I., haben wir einen Schlager gemacht und wir haben fünf Worten für einen Schlager gemacht, die, um, ja, die neu an, wo der Schlager ist, positioniert. So, wie fünf Worten kann man von 90% RUTHLESS generieren?
00:35:53 und 10% Kompassionate. Und wir haben alle das. Und so haben wir 75 Worten aus diesem. Okay, gut start. Und wir haben die Emotional Experience auch. Und so das war die Frage, was die Emotional Experience hat, wenn du mit der Emotional Experience hast, wenn du mit der Ui hast, look wie? Und aus dem, wir haben 70 Worten. Und dann die Storytelling. Was ist die Storytelling? Was ist die Storytelling? Was ist die Geschichte? Was ist das Kind?
00:36:22 Ja, das ist das, wo CCB Maximum Kassel kam, mit dem Lore. Ja. Und mit dem, wenn wir die Schliters machen, wir haben wirklich eine Dive in die Lore und in die Narrative-Side und versucht, zu verabschieden, was die Geschichte sagt, und dann, du kennenzulierst, von den 70 Worten. Nice.
00:36:45 So what we've done as well, like here, so we kind of took the double diamond approach to this, so going very wide in the search for a lot of words, so that we could then start narrowing it down and writing descriptions for stuff that we kind of thought makes sense. And so, like I said, very much work in progress, like we haven't even gotten to populating the storytelling bit. But we have a few favorites in the personality and in Niemoks.
00:37:14 emotional experience as of now and so now we are on our way to create the word bank that we can uh you know they can help guide us towards finding our our own words and then moving on taking those words creating the vision statement finding the design pillars asking the questions okay how does that word translate into vision how how can we visualize this concept in this so
00:37:42 So I guess the question that's going to arise from this, because this is, you know, these kind of exercises are great when you're trying to plan out, you're trying to gain some kind of consensus.
00:37:53 Creatively, right? And that is effectively what this is, right? You are doing a creative thing that is going to turn into something practical. When you're looking at, because obviously you guys are hard at work right now, obviously on the stuff that is going to be coming out in the not so distant future. When you're looking at trying to build this base of understanding for...
00:38:16 you know this project that you're gonna be working on for a long time while also trying to develop that same project in conjunction with you know designing it is there is that a challenge that is that is uniquely difficult or is that just you know kind of par for the course it is both uh so we kind of look at it in in three ways um one being uh this work the secret this design manifesto work um
00:38:44 The other side being building up the design system and starting to curate that, but then also working on features. The thing is, every single one of those will have to inform the other. And so they cannot be finished or finalized without the other one. So using base building, for example, to test...
00:39:11 All of this out, you know, okay? And that's where I'm going to hand it over now to CCB Layoutlord. And you will see how all of this work has translated into individuals. I love it. All right. You got it all planned out. CCB Layoutlord. So here, like, I'm looking at this. I'm using my office. And I'm seeing a lot of, how you say, things that make sense to me, right? When I think of, like, what an interface should look like, I see a word modular.
00:39:41 Sure. Little things, you move them around, great. Okay. I see, you know, subtle, certainly. Not extravagant, not overblown. But then I see words like severe. And I'm like, okay, that's... What makes a box and a button severe? Right? UX. Sure. UX. It's all an UX. The story it tells you. Yeah, yeah. Alright, let's see it.
00:40:10 All right. So.
Base Building als Testfeld für neues UI/UX-Design
00:40:1600:40:16 January came and that was when we started base building. And base building was the perfect opportunity for us to start to hone in on our own style and try to then utilize all of this work, all of the seatboard exercises we did. And why was base building so perfect? Base building is an entirely new feature with new user flows.
00:40:45 two old interactions so that the players might be familiar with. Sure. And as you build your space in space, you need a wide range of assemblies to survive and each with its own interaction, meaning a lot of UI and a lot of UX.
00:41:06 And then finally, it's a big complex feature that touches almost every discipline in our team, especially the EvNet team and our team. So that meant we had to consider a lot during the design phase. And with that said, these words kept popping up. Modular, like you said. And it was like purposeful, efficient and modular. These words were...
00:41:35 Das war es, als wir arbeiten, auf diese Feature. Warum? Was das für uns bedeutet, purposeful? Es bedeutet, dass jeder Aktion sollte intentional und durchführen, bei einem praktischen Goal, mit einem ambitionen und einem determinationen. Und dann effizient, speed und effektive Funktionen ist prioritisiert, während dem Raum für Creativität und Moments of Inspiration.
00:42:04 And then finally, with modular, that meant that every interaction is reduced to its essential purpose and designed with flexibility to adapt to any context. Systems are then built from those reusable modules, fostering clarity and sustaining an intuitive experience at every level of complexity. And then, how did that look in action while we were designing?
00:42:32 Okay, all right. Now we're getting to it. Okay, first of all, this is hot. Second of all, one of the things, and we kind of talked about this the other day, right? When I was looming over in your area, talking about this stream specifically, was, so EVE players in the, I mean, not to cast aspersions, as an EVE player,
00:43:01 In the past, whenever somebody has come along and fiddled with the interface, not to say that it's been bad, but I feel like your natural gut reaction, and this is true about anybody with anything, right? Your natural gut reaction to change is like, oh, hey, no.
00:43:21 No, no, no. I like the way it was. Go back to that way. Why are you doing something different? Is there a way by, you know, now that you've started out, you're doing a new thing, you can almost kind of future-proof that. When you talk about, you know, creating a modular design, where you can kind of reuse elements into the future that have, that feel familiar, that feel, you know, something that people can recognize, something that people have, you know, an identity with.
00:43:45 Can you then use those same tools in the future and be like, okay, this thing is doing something new. It's doing something different, but it's going to look and feel the way that you're familiar with. That makes sense. Yeah, absolutely. Absolutely. So, yeah, but with the full screens, uh, like frontier is a scary place. You need to keep alerts and stay focused. So we felt full screens is just.
00:44:14 Es macht so viel Sinn. Und kleine Winters werden es nicht so gut gemacht. Und wir wollten Sie einfach nur eine Aufgabe machen. Und einfach close die Wintel und mit der nächsten Wintel. Ja. Und dann, wahrscheinlich auf dem Horizont, werden wir automatisieren. Und dann haben wir noch mehr Grund für die Aktion in Basebuilding.
00:44:38 We just want to put an emphasis on the activity itself and the purpose of interacting with each assembly. And you shouldn't be distracted by any other windows. And then with the fluff stuff, as designers, we can't help ourselves, but over-design fluff and adding decorations because they make everything look cool.
00:45:05 But when we were trying it out, it felt so off to us. And it never really fit our style. So again, with the word exercise, this word purposeful just came up and made a lot of sense to us. So we just decided no fluff, no decorations, unless it has a purpose. So like data visualization or like number sequences, they are actual data. So yeah.
00:45:34 Not just noise, right? Not just noise, no. It has to mean something. It has to mean something. Everything means something. All activities you choose to do, there is an emphasis on you doing that activity and not being bombarded by the fact that you can open 150 winters at the same time. It's purposeful. Yes, cool. I love that. Yes, and then efficient.
00:46:03 So, uh, with the fullscreen layout, uh, we now had a lot of more space to make absolutely sure that the UI can be as clear and as intuitive as possible, or like as efficient as possible, because we want you, the players to be quick, like quickly understand the task at hand and not have to have a manual next to you or go to Discord and ask like, how do you use this? Um, and like I said, Frontier is a scary place.
00:46:32 You need to be on high alert. And then when you interact with an assembly, we will provide you with all that you need at that time. You finish the action and take all of the other distractions away. You shouldn't need six windows open to accomplish a task. You can have one. Cool. Love that. Love that. Yeah. And with the modular. Wait. There we are.
00:47:01 No. Laura sagt mir. Yes. Two for three. All right, carry on. All right, man, modular.
00:47:18 So in basebuilding, there are so many complex actions behind every assembly. So what we did at the start of the design phase was we dissected all of the actions from every assembly and we started to look for patterns that we could then translate into components or modules.
00:47:40 By doing that, we were able to design every action quicker for every assembly and then also for the engineers to just start utilizing those same components and modules to start to puzzle together the action windows. And then more importantly, just like you mentioned earlier, to start to create this visual pattern for players to start to recognize these components as they will be used in multiple places.
00:48:08 So, with that said, do you want to see new stuff from Base Belting? You know, excuse me, Lauren, I, you know, do I want, do I want to see new stuff from Base Belting? Man, what a question. Yes, absolutely, of course. I can only speak for the viewers of the future, but I am their representative, I think, in this moment. So, yes, I think I would like to see new stuff, please, and thank you. All right. So.
00:48:36 Here we have the new updated assembly catalog. Okay, okay. We're going to add a lot more assemblies, so we needed to find a better way of displaying them, making them more accessible. And yeah, we added categories. Yeah. Yeah, this is super cool. I've kind of seen this in motion already. This is a...
00:49:05 It is so much different than, it's less, how do I say this? There are restrictions, obviously, in place here in terms of how base building is going to work from like a game design point of view, you know, so that there's not just as much spam all over the universe. That is one of the biggest criticisms, I think, a lot of times of the current system right now where you can just kind of build.
00:49:26 was, was you can still do building anywhere, wherever, but this a lot at least allows it to be a certain like form structure to it. Right. Yeah. And now I'm sure this is scalable as well. Like if we add another 20 items to the industry tab, we can, you know, you can just scroll through those without too much trouble. Well, we allow players to reorganize these if they decide they want.
00:49:50 Ja, ich meine, ich sage, dass du eine bestimmte Dinge benutzt hast. Kannst du ein Favourite eines dieser Dinge benutzen? Nicht in June, aber es ist eine gute Idee. Es ist eine sehr gute Idee. All right, carry on, bitte. Ich liebe es. Das Modularity kommt in hier wieder, weil alles so modulär ist, dass wir immer wieder aufnehmen können.
00:50:18 Es ist sehr easy für uns zu gehen und re-thinkt ein paar Sachen jetzt, weil es so modular ist. Das ist sick. Cool. Und dann... Fullscreen Windows. Ich meine, einfach nur an es. Okay, so... Ich weiß nicht... Ich weiß nicht, dass ihr euch immer EVE-Online spielt. None of euch EVE-Player sind. Ich weiß nicht, für ihr eigenes Gesundheit. Ich kann nur als jemand...
00:50:46 Again, I can only speak for myself, but there's the interface for interfacing with structures in EVE is fairly outdated, I think at this point, and it's super archaic. It's one of those things to quote the conversation I had with CCP Maximum Cats last week. It really does feel like you need to consult a wise man on a mountaintop in order to understand how certain things within that user interface works. Seeing this is just, it's so clean. It's everything's there. Oh, okay. Sorry. Continue.
00:51:16 But then here you see, we provide you with the inventory, we provide you with the route that has the base information, base settings for the assembly. So this is an example of us providing you with the stuff that you need at each section. And here's another.
00:51:38 Oh, ja, das ist gut. Ja, und dann auf die Kreme de la Kreme. Please. Please. Ja. So, aus all of the exploration, um, like I said, like the two of them.
Vorstellung des GravitonUI Design Systems
00:52:0200:52:02 der Design System begann es zu informieren. Es wurde slowly geformt, während alles geformt. Und alles in den Kontext war. Und in den Kontext, die wir in den Kontext waren. So aus der Exploration, ein Star-Wars-Born. Star, du sagst. All right, let's see it. Let's introduce you. Star-Wary-Ont-Design System.
00:52:27 Graviton, okay, all right, that's got some heat to it. That feels, first of all.
00:52:35 This is very funny because I'm working with more information than the audience has. I remember just like two days ago, yesterday, whatever it was, it was yesterday, when we were talking about this and you're like, I don't know how we're going to pronounce. I don't know. Maybe we just like, it doesn't need to be a big deal. We can just like, oh, it's Graviton. I'm glad you've unrolled out the red carpet here. It's got its own blur in the background. Like, this is very good. We need to do like a proper reveal. Hell yeah. All right. So Graviton. Graviton. Graviton.
00:53:03 GravitonUI ist Frontier's Design System. Und so, wie ich gesagt habe, weil wir viel Arbeit in Kontext haben, wir haben jetzt zu definieren, vieles zu machen, und zu holen in, wie gesagt, unser Style, unser Vision, nichts von diesem ist complete oder set in stone. Wir sind noch einfach, wir sind noch, wir sind noch, wir sind noch, wir sind noch, wir sind noch, wir sind noch, wir sind noch, wir sind noch, wir sind noch, wir sind noch, wir sind noch, wir sind noch, wir sind noch. Ja.
00:53:32 Aber sie sind eine Messe, glaube ich. Ich würde es nicht empfehlen für jemanden zu gehen, ohne zu wissen, wo sie gehen. Ich sah ein Glimpse. Ja, das war das andere Mal, über die Schulter und ich dachte, oh. Ja. Ja. Ja.
00:53:49 Anywho, now we are starting to line up our styles. What sizes and types of typography are we using in which instances, color and the variations. I'm just going to copy that. Can you go back to that last slide real quick? Yeah. Copy that for my own use later. Yeah. Thank you. All right, go ahead and continue. Yeah. Yeah, starting to develop like this basic.
00:54:16 Level UI Components, um, using them in places, seeing if they fit, seeing if they work, um, you know, all the good stuff, input fields, toggle buttons. Increments! Increments! Increments! Oh my god, what an idea. Everything you can dream of. Ugh. I don't know. Um, states, um, of different cards, uh, of item cards, of items in your inventory.
00:54:43 um how do we use them like here and like creating variations of item cards with uh the the large one with all of the information with uh you can see here like one one thing that's that's kind of
00:54:57 Another one of our words or approach here has always been like, we, and this applies to, you know, purposeful and efficient, like we, you mentioned in the beginning games, you know, throwing everything in your face at the same time. Our approach to all of this has always been, we want to give you the information you need in the context that you need it. If you, if there's an instance that you need to see a job card.
00:55:25 mit dem Namen auf es, du kriegst den Namen auf es. Wenn die einzige, um die Information, die du brauchst, ist nicht die Name, sondern die Zeit, oder die Miner-Data, kann man nicht mehr überlegen, mit all dieser Informationen geben. Aber es gibt etwas wie in der Mitte, mit dem Hover-State, mit dem Namen. Das ist das Thema, was wir auch schon beschäftigen.
00:55:54 um just honing in on being pretty contextual being purposeful being efficient um so yeah like if you hear like hover states um so i i don't want to i i don't really want to bury the lead here but i i think this is kind of an important question to ask because the you know going back to the question we talked about before of
00:56:20 What is a placeholder, what isn't? We can already start to see some of this reflected in the client currently, and I know that there's a lot more that's going to be reflected in the client come June. Is it fair to say in your professional assessment that if something does not look like this right now, then it is for sure not going to be like that in the future? In other words, if it looks different than this currently, it will get changed.
00:56:50 Yeah, I would say most likely we just have to go back really and change the base components that we're using, which is going to be a huge engineering undertaking, of course. And that's why we're kind of figuring out solutions right now to make things look a bit closer to the actual design. But yeah, hopefully in the future, things will take this direction and the base components will switch out the components that we're using now and use like this.
00:57:18 Was am I trying to say? The composite looks the same. Just to use an example, so the chat window. The chat window, it still uses Carbon UI. It comes straight out of EVE Online. It's just a placeholder that was in place with Carbon. Yeah, I think this is still Carbon UI.
00:57:42 None of that's Photon. But something that looks like that, while it's still going to serve the same purpose, will look significantly different once we've gone through the process of kind of elevating all those things to the new UI language. That make sense? Yeah. Cool. Awesome. Yeah, definitely. Every element within our game will have a revamp. Yeah. Awesome. Yes.
00:58:08 I will make sure of that. We are also like one of the like mindset approaches that we started kind of we kind of flipped around in December when we started all of this work was like we were constantly thinking like yes like one side of the coin was everything is a placeholder the other side being.
00:58:25 Was do we not want to do? We were constantly just surrounded and working within Photon and Carbon UI. So it's like, oh, we don't want to do this. We don't want to do this. And kind of not exploring solution rather than committing to the opposite of what we don't want to do. So when we started all of this work, we kind of also reversed that mindset a bit and saying like, instead of saying, what do we not want to do? And like, how do we not want to be like Eve? It's like...
00:58:53 Was do we want to do? What is the identity of Frontier? Like how can we create and encapsulate and embody what Frontier is, looks and feels like and be your own thing and not like not always approaching it with the same like thinking of like what do we not want to do to look like if I think a lot of people are gonna be excited to hear that too and I think a lot of that's just because the you know
00:59:17 There is, obviously right now, a lot of the game looks a lot like EVE. And we'll continue to, at least for a little while, as we start to work more of these systems out. Not just the system that you guys are working on, but also game design systems. Things as simple as, like, what does a warp look like? What does docking look like? All of these things are things that are, you know...
00:59:39 Aspects of the game that were that were taken from Eve when we first started building this thing and now we are working on either replacements or updates or any number of things so While it is very easy to just say like oh, we don't want to do this We don't want to do this on this we don't want to look like you know it is I think what you're probably saying is it is much more important for us to say Yeah, that's fine Eve is
UI/UX Designphilosophie und Lernprozess bei EVE Frontier
01:00:0201:00:02 Es ist ein unglaubliches Spiel. Wir wollen uns nicht vergleichen. Weil wir die gleichen Geschichte haben und die gesamte Geschichte haben und die gesamte Geschichte des Designs in generell. Es ist ein ganzes Spiel. Und wir versuchen es etwas anders zu tun. 100 Prozent. Und da ist viel wir können von EVE lernen. Und von der UI von EVE und der System des Designs.
01:00:28 We can take the learnings, we can be aware of that, but we eventually want to be our own thing, our own identity. Like, we need to find the core of Frontier and not just the core of what is not Eve. Right. Yeah. Cool. I mean, I think this looks sick as hell. Please, carry on. Yeah, so, yeah, no. Buttons. Buttons! Actual buttons. Actual buttons. But yeah, no.
01:00:56 Und wie gesagt, es wird gut sein, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir, bis wir
01:01:24 uh engineering debt so yes there but there's another bet but there's another but i mean of course we want to we will be implementing it and like with every new cycle like we are gonna uh you're gonna see new stuff and like you said there you've already seen a lot of stuff coming in the new font um yeah like coming june there's a lot of new stuff coming there as well
01:01:53 Aber wir waren immer noch mit KalponUI da. Aber natürlich, wir wollen alle Feedback hören. Wir lieben Feedback. Wir können viel in Figma machen. Es ist einfach nur, dass wir die Zeit nehmen wollen. Wir wollen das nicht rushen.
01:02:17 Es ist alles flopping. Wir wollen das correctly. Wir wollen es aus dem Grund auf dem Grund. Weil es alles ist ein Platz. Wir mussten jetzt, seit Januar, einen Schritt zurück und dann finden die Füße. Pour die Füße in den Grund, sodass wir das Grund auf dem Grund, sodass wir eigentlich starten und starten mit dem Grund auf dem Grund. Aber ja, wir wollen es korrekt.
01:02:42 We really appreciate the patience and really appreciate every single feedback that you guys can give us. I love it. There's going to be, there's a question. So we're going to do here very quickly. First of all, I have no questions. Thank you so much. This has been incredible. We're going to very quickly. So we've been talking now for almost an hour, which by the way, nailed it. If I'm being honest, good job guys. Got it in one.
01:03:06 There are some questions that our founders asked, and I'm going to bring those up here in just a moment. But one of the questions I know had to do with how.
01:03:17 Like, what's the most useful way for players to provide feedback for you guys? Like, what do they need to take into account when they're giving you feedback? And so we're going to for sure do that one. But before we do that one, we have a couple of others. And we're going to kind of speak. Don't spend a lot of time thinking about these. We will maybe do some more of this in the future. First of all, shout out to our founders for providing all these questions. You guys, I asked you for questions and gave you eight hours to do it, and you gave me almost 50 questions. So.
01:03:45 Awesome. Thank you for that. Maybe thank you more from me than from them because they have to be the ones to answer them. I have a bunch of them lined up. We're not going to do them all because...
Customization und Modding der UI in EVE Frontier
01:03:5601:03:56 We're cooking. We're absolutely cooking on time. And I know that in the future I'm going to have to do an intro and an outro sort of thing. And I don't want this to be a three-hour long stream. So let's just start with the first one here. Let's start with this one. So this one comes from Rool Iron Science. And the question is, I think, pretty straightforward. How much customization will there be in the UI in the future? And will this eventually become a moddable aspect of the game?
01:04:21 I don't know how much we can speak to the modability of it right now, because obviously that is going to be a question probably more for the blockchain team. But in terms of customizable, like one of the things people, we're going to see this, I think, in another question as well. In terms of just like the things that you see on your screen.
01:04:39 in any given moment like when you undock you see ships out there in space right now it all very much kind of looks the same and people want to know like will they be able to change colors will be able to change shapes like are these options the things that you guys are considering somewhere down the road
01:04:55 So, good news and bad news. Okay. Good news is yes. Short answer is yes in the future. Okay. Longer answer is that we want to, and the bad news basically, we are now going into the direction of trying to...
01:05:14 Strip everything away so that we can then see what the need is for customization. So we don't want to be the ones that decide which aspects of the game you can customize just for out of nothing. So instead rolling back the already customization features that are currently in the client and therefore defining the need for customization but only after we've built Graviton and everything.
01:05:42 We are not thinking about customization now, only like the bare minimum, just like the required, you know, accessibility points of customization. But any, like, customization that's like... So the priority is getting something out first, then people can, you know, play with, and then after that's saying, okay, so what do they actually need from then, right? Yeah, that's the approach that we want to take. Like, we want to recognize and hear from.
01:06:11 was they want to customize like not us deciding what you can customize as a part of the other part of the question like multiple we don't know yeah but like i said earlier everything is designed so modularly that we've kind of we have designed so openly that we can kind of go into whatever direction we we feel the need from oh yeah
Herausforderungen und Inspirationen im UI/UX-Design
01:06:3801:06:38 Okay, this next question I think is really, really funny and really good. This is, the question comes from Shish. I heard it rhymes with fish. It says, do the devs consider difficult UI slash UX to be a core part of Eve's identity? In other words, is the UI ever frustrating on purpose? Do you guys, I guess the question here then, do you design things to make people hurt? Is pain part of the process?
01:07:08 Es ist so layered. Es hat so layered complexity. Ich denke, ich denke, niemand setzt sich aus zu machen, wirklich.
01:07:38 for something they were not designed for. And then now they're saying, well, why isn't this doing the thing that I wanted it to do? But it was never intended to do that in the first place. I guess that's a better, maybe a broader question. When you're talking about designing new interface systems, is the many ways a player might use those systems something that you take into consideration when you're designing them out? Or do you have in your head like, I hope a player is going to do this and only this.
01:08:06 And please try not to do anything else with it. Or do you have to account for, like, oh, people are going to fuck with this pretty bad? I mean, I would say, like, it's all right if you intend to do it with something else. Like, CCP Overload was showing me something the other day with Smartgates. And I was amazed how they were utilizing the root system. Yeah.
01:08:32 Und ich war so, wow, das ist cool und das gibt mir inspirierungen mehr, um es besser zu verbessern. So es ist für uns, also, weil wir, um, wir sind, um, wir entwickeln unser Spiel. So, ich denke, wir haben viel mehr, wie, um, zu ändern. Ja. Ja, ich meine, das ist auch in der Diskussion des Dapps und all das. Wir wollen sehen...
01:09:00 was Builders and everyone who interacts with it does with it. How creative can they be? Can they inspire us to actually realize stuff that we didn't realize and then give us that feedback. And that's what we really mean by working with the community. We're developing it with everyone. We want to make it for you. We're not making it.
01:09:21 So we can tell you what to do. You're not just making it so you can hang it up on your refrigerator and be like, yeah, that's nice. That's nice. Exactly. Cool. No, nothing is going to be intentionally hard unless we've designed it to be difficult. But then it's up to you to solve that problem. And we've designed you.
01:09:38 Wonderful. Okay, that is probably encouraging for a lot of people, I'm going to guess. This next question comes to us from Econ Martin. It says, where do you draw inspiration from? And is there an example of game UI slash UX that you would consider perfect? And I'm going to extend this not just to game UI UX, but just like in...
01:10:00 Interfaces in general? To use one as an example, I always thought the way Netflix did their interface with regards to finding things. I think it's probably not as good now as it was at the start, but originally the interface was very simple. Here's a list of movies. Here's how you get to different genres. Bada bing, bada boom, done. Nothing to worry about. Is there anything that you guys look at when you're talking about gaining inspiration or trying to draw?
01:10:29 creative design from somewhere.
01:10:34 Ja, definitiv. Für Basebelting haben wir ein favorites Spiel. Satisfactory hat. Satisfactory hat. Satisfactory hat. Sie haben viele Inspirations für uns. Wir wirklich lieben es. Und dann Frostpunk hat uns auch ein bisschen Inspiration. Aber dann ist es auch, wenn wir designieren, es ist
01:11:00 interesting to especially with the assemblies and the exact actions with to the assemblies is like how do you um translate that to real life right so it's like yeah i was looking at like van batteries and with the network notes just like how how how do people go like like full full head now what do you say when you go
01:11:25 ja ja ja ja ja ja ja ja ja ja ja ja ja ja ja ja ja ja ja ja ja
01:11:43 Manufaktur-Window und Refining ist es so, okay, let's visualize the route that the items that you put in are taking into going, coming out on this other end. There's this stuff like, can we, you know, can we take inspiration from microwaves? Are you looking into the, you know, the glass and seeing it being molded together or whatever? Nice.
01:12:08 Das ist ja, das ist sehr, sehr cool. Und eigentlich, das ist, ich glaube, das führt zu diesem nächsten Mal. Ich werde es hier nochmal bringen. So, das ist ein, das Person, das sind zwei Leute, ich bin sicher, sie waren beide Anonymous, die in der Chatbox geschrieben haben. Ich habe die drei von Ihnen mit...
01:12:28 Die Linken zu diesen auch. Und ich bitte Sie, dass Sie das mit CCB Hedgehogsen als auch. Weil sie sind wirklich, wirklich gut. Und wir werden nicht alle von ihnen kommen. In fact, wir werden vielleicht nicht alle von ihnen scratchen, aber sie sind sehr gut. Und ich denke, das ist gut. So, das kommt von Anonymous. Und ich sage, was core feeling oder player experience ist die neue UI-UX-Aiming-to-deliver? Right now, some parts feel disorienting oder overly minimal. Some key elements, like Grid Awareness und Icon Clarity, seem kind of hard to read, especially in Travel and Combat.
01:12:57 Ich glaube, die Frage ist, das ist schon etwas, was wir bereits erwähnt haben. Die Philosophie ist, wenn jemand öffnet sich die erste Schrein und sie sehen, wie man, wenn man die erste Schrein öffnet sich, wenn man die erste Schrein öffnet sich, wenn man die erste Schrein öffnet sich, wenn man die erste Schrein öffnet sich, wenn man die erste Schrein öffnet sich, wenn man die erste Schrein öffnet sich, wenn man die erste Schrein öffnet sich, wenn man die erste Schrein öffnet sich, wenn man die erste Schrein öffnet sich, wenn man die erste Schrein öffnet sich, wenn man die erste Schrein öffnet sich.
01:13:22 Das ist wahrscheinlich nicht disorientiert. Aber vielleicht nicht. Du sagst mir. Und das ist das, was es kommt in. Ja. Und es ist nicht fertig, also nichts zu sagen. Es ist finalisiert. Ja, ja, ja. Aber es ist das, was wir haben.
01:13:52 Brutalism within a minimalistic frame. It's harsh. It's, you know, survival. It's history. It's archaeology. So, you know, evoking feelings of curiosity and inspiration. And so all of those words are kind of where we are now. And like we said, we are still like...
01:14:16 Es ist nicht nur halbwegs durch das Werk des Design Manifestes. Aber ja, ein Wort ist, als wäre es Intuitive und Contextual. Wir wollen Sie intuitively wissen, was zu tun. Wir wollen Sie immer mehr in die Welt der Frontier-Frontier. Wir wollen nicht, wir denken viel über, wo die Friction-Points sind.
01:14:42 Du gehst aus dem Spiel, um die Informationen und die Antworten zu bekommen. Wie können wir diese Informationen und die Antworten in dem Spiel geben?
01:14:51 Love that. That's super, super cool. We actually answered, I believe we more or less answered this next question as well, but I also wanted to bring it up because Anonymous, I want you to know that I see you, and I asked this question earlier for this reason specifically, wants to know more about customizing icons, shapes, colors, something that is being considered, something that's going to be probably in there somewhere down the road, but it is part of a more comprehensive design plan, right? It's not just something that you're going to...
01:15:18 Tomorrow you're not just going to have a red square you can put up there. It's going to be something that is planned out. It's going to be purposeful. Purposeful? Yeah? Okay. Cool. Okay. Let me... I've got to do a whole little process here. I've got to make this one go away. Ah, there we go. Nailed it. And then what's the... Just clicking through these real fast.
01:15:41 We've already talked about that one. Actually, you guys were super comprehensive, by the way. I pulled up a bunch of questions, not knowing exactly what was going to be in your presentation, but my God, you've answered almost all of them. Good. I think this one is one that was pretty good. Hang on.
Feedback-Granularität und Prioritäten in der Alpha-Phase
01:16:0301:16:03 Yeah, we're gonna do this one. This one's really good. Okay, so this question comes to us from Norex, and it's kind of a long one. So, and actually this is the one I wanted to, okay, this is good. So, they say, I hear a lot of complaints from fellow players about quality of life problems with the UI, but I also hear and understand that the game is in alpha, and these issues might be considered work, these might be considered work better left for later.
01:16:26 Make sense? And perhaps considered polish. What granularity of feedback are you looking for now and for the remainder of the alpha? What areas of the UI would you personally consider complete enough to start focusing real development time on the smaller details? And I guess this is the question, right? When we're talking about giving feedback to you guys and your team, you know, it is hard for people to look at what's there right now and say, okay, this is...
01:16:53 kind of done ish this is not so much done ish and you know how what kind of feedback are you looking for across the board is there any more specific is there like do we want to put together a document telling players like hey this stuff here we feel pretty good about give us the small details about that this over here not even fucking close right
01:17:17 You tell me. I think all three of you in unison just did the Icelandic like. Alright, go ahead. No, like after June, then more stuff will be more finalized after this cycle. Yeah, yeah. I think after each cycle.
01:17:44 Ja, die Sache ist, wir haben jetzt verschiedene Arbeitsprozesse hier, mit wie wir die Features approachen und all das machen, also wir machen es in Cycles jetzt. Das bedeutet, weil, wie gesagt, Shit got real. Ja. Und das ist jetzt so, dass wir jetzt all diese Arbeit haben. Für Basebuilding, wenn wir das machen, zum Beispiel, weil wir und Sisbillator können das sprechen. Wir satten in den Anfang Januar und
01:18:12 und was wir testen, was wir testen, was wir testen. So, jetzt ist es, wir nehmen von, wir nehmen die High-Level-Feedback von Discord, und sind jetzt able, zu testen und bekommen mehr Target-Feedback zu dem, was wir versuchen, zu deliverieren. So, wir sind in diesem Moment.
01:18:39 wo wir eigentlich starten, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben, zu haben,
01:19:08 Speak for these ladies, but in my mind, this is an iterative progress and will be. So I don't think anything is really off limits, to be honest. Sick. I'm glad to hear that, actually, because that is the thing we get asked the most and in general. What is worth talking about? What's worth waiting to talk about? Can we complain about this thing now? And I guess the answer is complain about everything.
01:19:37 Ja, ja. Ja. Ich habe eine weitere Frage für Sie. Und das ist eine, die vielleicht du kannst, aber ich muss es sagen, weil wenn ich nicht, ich denke, ich denke, dass sie mein Auto gehen können. Das ist eine Frage, die ich nicht, weil ich denke, dass sie mein Auto gehen können. Aber sie werden versuchen. Wenn sie nicht gehen, dann gehen sie mich. Und das ist eine Basis-Bilding Frage. Und ich weiß nicht, ob das ist, dass sie vielleicht sogar eine Frage gehen können, aber...
01:20:04 They want to know if we're going to be able to place things vertically. Because right now you can only place things horizontally. And it's just killing these people. They need to know that somewhere down the line we'll have an up and a down arrow as well as a side to side arrow. Is that something that you, in your professional opinion, see will be coming at some point in the future?
01:20:25 Okay. Oh, there you go. I've done my job for today. It is on our horizon. Placement logic. Hell yeah. That's great. That's all I needed to know. That's all I needed. That's fantastic. Okay. Well, my God. Look, an hour and 15 minutes. You guys were worried we wouldn't get 20 minutes out of this thing. I mean, my God. You did all the work for me.
01:20:52 CCB Hex, CCB Heartbleed, CCB Layout Lord. I have avoided doxing you guys today. Shout out to me. Not shout out at all to CCB Heartbleed. Or CCB Layout Lord. Don't say I didn't warn you though. That's true. CCB Overlord. CCB Overlord. I had money on this. I did win a bet.
01:21:16 We will be talking to you guys for sure in the not so distant future probably do another one of these I imagine sometime in the after summer months because we have a lot of work to do between now and then and then more stuff that's going to happen after that so
Ankündigungen zu FanFest, Hackathon und Social Media Contest
01:21:3901:21:39 But seriously, thank you so much for being here. Thank you so much for organizing this. It was really fun. Yeah, I mean, this is something that's going to be, you know, I know the community is going to be watching this with bated breath. They're going to be very excited to see how this goes. So for now, that is it for us. I'm going to pass it back over to myself in the future to wrap this thing up. I think we're going to do...
01:22:06 We're going to talk about the winners of the contest, the social media contest. We're going to do that next, which is very exciting. I should probably figure out who those winners are going to be. That is the problem for future me. Until now, or until then, I've been CCP Yoten, joined alongside CCP Hex, CCP Heartbleed, and CCP Layout Lord. Take it away, CCP Yoten.
01:22:26 Thank you, CCP Yotin from the past. Hello, everybody. It's once again me, CCP Yotin from the present. Or the past again, if you're watching this on YouTube. I did just set myself up to announce the contest, or the winners of our social media contest we did during our Remnant Access period. You're going to have to wait on that just a little bit. We're not quite ready for those. We'll probably be doing them sometime either early next week or the week after. But if they're getting delayed, it's because we are...
01:22:53 I'm about to go into FanFest. FanFest starts next week. Activities are starting, I believe, as early as Monday of next week. It's going to be a lot of fun. If you've never been to FanFest before and you're going this year, hell yeah. I've also never been before. Going as a dev for the first time is very strange, but I'm excited about it. Excited to see so many cool people. Get to hang out, talk about Starships, drink a lot.
01:23:21 um and enjoy the until today lovely icelandic weather uh so we'll see how that goes but uh just to give everybody an overview of what that looks like very quick this is the upper floor of harpa here in uh
01:23:39 You can see the four main areas here. We're going to be in the area number four. If you just go up the stairs, once you get inside, you'll see it. It's pretty obvious. We'll have signs out front. You'll see me wandering around over there, I'm sure. You can come out, talk to people on our dev team are going to be there. CSP Overload will be there, of course. CSP Goodfell will be there. CSP Red Dragon, all these people you know from lurking around in chat. And of course, a bunch of other devs, like the ones you've met today, like the ones you've met in the past. CSP Wizard, CSP...
01:24:08 Relativistic, CCP, Drama Church, I think will be there as well. I mean, all kinds of people are going to be there. It's going to be great. So if you are, you know, coming to FanFest, stop by our area, come talk to us, check it out. We will have a newer version of the game available for test or for playing, I believe, on some of the machines in Harpa. So that'll be a lot of fun. And if you're there, we're also going to be doing, we have a keynote, of course, I believe it's on...
01:24:37 Saturday morning. It should be a lot of fun. I'm going to be in the keynote, which is crazy. And also, while we're talking about it, very quickly before I let you go, we are also...
01:24:48 We're doing a hackathon next week. That starts at the beginning of next week. That hackathon is still accepting registrations. If you want to come on and participate in the hackathon, just go check it out. We have links to it on evefrontier.com. Go check it out. It's a lot of fun. People have done some really cool things in the past hackathons. They're going to be talking about pods this time. Pods are basically math magic for computers that I...
01:25:15 I do not have nearly enough folds in my brain to understand, but they are pretty cool. So you should check them out if you get the chance.
01:25:21 If that sounds like something that's interesting to you, again, all that information is available on the website. Until next time, friends. So we are going to be off the rest of this weekend. Most of next week, you will probably not hear a ton from us until FanFest begins. In which case, I'm going to be posting a lot of video, a lot of pictures from FanFest, out with players, out with devs, all the different times we're going to be, you know, hanging out, doing our thing. It's going to be a lot of fun.
01:25:50 You should, like I said, come check it out. And if you're tuning in remotely, you know, give me a shout in Twitch. Hopefully you'll have a good time. Until next time, my friends, I have been CCP Jotun, joined earlier in this week by CCP Hex, CCP Heartbleed, and CCP Layout Lord. Thank you so much for joining us. And until next time, I'll see you on the Frontier. Have a lovely rest of your weekend. Good night.