Role: UI Artist
Timeframe: 1 year
Software used: Adobe Illustrator & Photoshop (Concepts) , 3DS Max & In-House Editor/Tools (Implementation)
Platforms: PlayStation 4 · Xbox One · PlayStation 5 · Xbox Series X/S · PC (Steam, Origin/EA Desktop)
Project Status: Shipped
Pirelli Hot Laps gives the player the opportunity to drive Supercars round a variety of F1 tracks in F1 22. The mode can be found in 2 different areas of the game. The first is within My Team. Just before a race weekend, you may be invited to participate in a Pirelli Hot Lap challenge in which the player can choose between two different challenges on the upcoming track or skip the event entirely. Taking part in the event will reward the player extra acclaim and cash for their career. This reward can be seen on the advance card they are interacting with (see my other work for more on these) along with the introduction screen and mid-round screens event dependant.
The other way in which you can access this new mode is through the dedicated Pirelli Hot Laps area within the frontend menu of the game. Here the player can choose from 40 different events on most of the F1 tracks, driving one of 8 supercars. Some examples of the event types are autocross, drift challenges or an average speed challenge. These challenges have three difficulty levels; normal, challenging, and hard. Each event has a bronze, silver, or gold target to achieve and this is shown through the medals/tokens found on most of the screens.
These 2 first screens just consist of a carousel of tiles displaying screenshots of the supercars featured within the events. The player can also see their best medal/token achieved on each of these tiles, encouraging them to improve if they haven't quite reached gold yet. The Pirelli logo is also found on a few of the screens throughout the flow as it brands the mode, reflecting the real-world version. This can also be seen on the event intro screen in which the player gets a more detailed breakdown of the event they have chosen, along with the targets and rewards. I designed and implemented these 2 panels with the ability to subtly change based on the content needed to be shown supporting all the different modes. This can be best seen with the top right tagets panel expanding to include acclaim and cash when accessing the mode through My Team.
This flexibility can also be seen in the results screen at the end of an event, with changing the main areas layout based on the content the mode needs to show as well as altering its backing based on successfully completing (green) or failing (red) the event. During gameplay you can see a slightly different medal/token design on the OSD. This was done as these icons appear a lot smaller here and the detail found within the larger versions wouldn't stand as well. These larger versions are however used on the mid-round and end of round screens to make sure the communication is clear. These 2 transitional screens don't show on all modes as some aren't round based. But here within average speed zone this extra information is needed. The mid-round screen also includes the challenge targets panel from introduction screen, making the comparison of what the player has just achieved and the target easy to see.
Supercars available to drive:
Aston Martin DB11 AMR
Aston Martin Vantage F1 Edition
Ferrari Roma
Ferrari F8 Tributo
McLaren Artura
McLaren 720S
Mercedes-AMG GT R Pro
Mercedes-AMG GT Black Series
Modes available to play:
Autocross
Average Speed Zone
Drift
Checkpoint Challenge
Time Attack
Rival Duel
Thanks for reading all that text. As a reward here are some work-in-progress shots from me testing out different types of medals/tokens 🙂
https://drive.google.com/drive/folders/1WRixDqYs1zHz16NrRilIYX28J8Si5Y20?usp=sharing