My work at Shenandoah Studio centered around the Crisis in Command series, three related wargames set during the Second World War for Apple's iPad. I produced all three games, did the majority of the UI/UX design, assisted with game design, and wrote all the technical and historical documentation. This is Battle of the Bulge, the first of the games. Since we were working with a touch-based interface, the main screen UI was deliberately sparse with most of the information buried in context-based menus. All game screenshots in this album courtesy Shenandoah Studio.

An example of this context-based UI: the combat preview dialog that pops up before every fight in the game, shown here in Battle of the Bulge's sequel game, Drive on Moscow. The window shows the forces that are about to engage, and a rough breakdown of what the probable outcomes of the combat are. The idea was to give even new players a rough idea of whether an attack was likely to succeed, softening the game's learning curve.

It's come a long way from the initial wireframes I did for the same window what seems like forever ago, but a lot of the basics still show through.

On-screen icons were another good way of communicating information, but we had to be selective. This shot from Desert Fox, the third Crisis in Command game, shows how icons and shading on the game map were used to indicate the positions of minefields and fortifications on the map. Since these could be built and cleared by both sides over the course of the campaign, it was especially important that players have a clear idea of exactly what was where at any given time.

Supply is a crucial part of Crisis in Command gameplay, but involved a number of rules about tracing paths from units back to supply sources. We used a map overlay to allow players to quickly see how far their units were from their bases- and which units were cut off and headed for deep trouble.

We also made sure players had regular reports summing up the situation and highlighting rules that were about to be important. This item, the Daily Briefing, popped up every 5-6 game turns to make sure players were caught up.

This one changed quite a bit more from my initial wireframes as we learned how best to lay out interfaces on the iPad, but the concept shone through.