We wanted the UI to be as immersive and diegetic as possible. We developed a physical map, GPS devices and a HUD that was super minimal and contextual to the player action.
Till this day, it’s one of the project I’m the most proud of. The solutions we came up with really added to the sense of exploration and tension the project was aiming for. To design the Front-End / Menus, I tried to stay in the same line and came up with the “War Journal”. I found an old sketchbook, burned and stained it's pages, then scanned and used it as fondation for the layout. I also created Propaganda posters and Graffitis for each factions.
Excerpt from post on Blendogames.com : " Far Cry 2 treats many of its components like simulations. Guns degrade the more they are used. Weather patterns cause stormy days and sunny days. Enemies carry their wounded mates to safety. Wildfires dynamically spread across dry brush and climb up wooden structures. The in-game map likewise shares the same approach. The protagonist pulls out a paper map and GPS device. If you’re standing in the shade, the map will be dark and difficult to read. If you’re driving a car good luck focusing on both the road and the map. Unlike many other games, the in-game map is not a safe shelter. The game world does not pause. Bullets whizzing through the air prior to opening the map will continue to whiz straight into your body.”
Far Cry 2 is an open-world game developed in 2008. It takes place in a small, failed Central African state, embroiled in a horrible civil war. The government has collapsed, leaving two factions vying for control. The goal is to find and assassinate the Jackal, an arms dealer who has been selling weapons to both sides of the conflict. Far Cry 2 was met with positive reception upon its release, with critics praising the game's setting, open-ended gameplay, visuals and AI. [MetaScore of 85]