Hey game developers!
My name is Cameron Luck and I’m one of the User Experience
Designers on Lumberyard. We’re currently hard at work to make Lumberyard the
best possible tool for our customers and would love to show you a few of the
things we’ve been working on and get your feedback.
We’ve been re-thinking the design of Lumberyard with
usability and speed in mind, so that your workflows will be more comfortable
and easy to use while making sure you can achieve your most ambitious,
high-quality vision. As part of this process, we’ve established a core vision
to help guide our thinking as we move forward with the design of Lumberyard. We
aim to create the most powerful and easy-to-use game engine ever made by
leveraging a user-centered design process and focusing solely on you – the
The new Editor experience will be accompanied by
changes to the Component Entity system and its workflows to optimize the
experience of building re-usable gameplay objects. We’ve been making
improvements to the Outliner, Inspector, and Viewport to make your Component
Entity and Slice hierarchies much clearer and easier to work with. Below, I’ve
posted a few mockups of experiences we’ve been thinking about and would love to
get your feedback on.
These mockups are an example showing a new visualization of
Lumberyard’s Slice system. In the Outliner, Slices and Entities are signified
with color-coding, an accompanied icon language, and added connector lines to
help visualize where a Slice starts and stops as well as what’s connected to
it. What are your initial impressions of the direction we’re heading? Is there
anything you would like us to pay special attention to?
For everyone that will be at GDC, swing by the Lumberyard
booth and give me a shout. I’ll be there the whole week and will be running a
classroom session on some of the new changes coming in the future releases of
Lumberyard. Hope to see you there!