STAR ENGINE - COLOR PICKER

 
 

Role

UX Designer for the Editor Team @ Cloud Imperium Games

Tools

  • Qualitative Interviews with Lighting, Character, and Material Developers

  • Miro for Notes, User flows, and Mockups

  • QT for the UI


Case Study Contents

  • Problem Discovery

  • Breakdown

  • Competitive Analysis

  • Results

  • Conclusion and Post-Mortem

 

Problem Discovery

Editor team was tasked with improving our color picker and our artists wanted a color picker with modern visual refinement, layout, and interaction.

Alongside my engineer Albin Engström, we set out to create a compelling color picker ready to meet and exceed user needs!

 

Our old Color Picker was an ancient relic and our developers who frequent the Tool knew this and requested an update.

Users weren’t too specific with their initial request, so I began interviewing various departments who interact with it on the regular and discovered the following:

“it’s not great” - most developers

Lack of modern interactions compared to other software packages and online tools

No direct connections to their pipelines, lighting, Characters, and anyone using materials

 
 

Tool Breakdown and Analysis of Current Features

How do artists utilize the current features and what features are lack luster?

 

Basic Color Swatches

Good

  • For any designer, this is a frequent destination for developers who are NOT Artists. They quickly pick swatches for Color Coding our Level Layers - and basic grey-boxing stages for materials

Limitations

  • Users are limited to these color swatches and no others with exception of making their own below, in the area Custom Color Swatches

  • For Lighting Artists / Cinematics, Character, Vehicle, or Environment artists - they rarely choose a color that is not determined prior. These colors are Basic, but not “Advanced” per our developers pipelines


Pick Screen Color

Just below the Basic Color Swatches is our “Pick Screen Color” Button, aka the Eye Dropper tool - which allows users to cursor over a pixel on their monitor and select the Color.

Good:

  • Allows users to pick any color on their screen.

  • On the Hue Spectrum and the Color Selection area underneath, the color updates.


Custom Colors Section

Good

  • This section provides our users with the ability to store a Custom Color not provided by the Basic Colors.

  • Limited Click and Drag functionality from one square to the other

Limitations

  • 16 Custom Colors, no more.

  • Users can easily overwrite a Custom Color Swatch by accident.

  • Does not contain any libraries for materials and their colors for reference


Steppers

Good

  • Having Fields for the HSV, the RGB, and the “HTML” aka Hex are all needed for our lighting artists, but not all users wanted them displayed at the same time.

Limitations

  • These Steppers have no interactions that allow faster precision of any kind, which infuriates modern users.

  • The HTML field didn’t understand or restrict Hashmarks #, so if an artist put in a Hex with #, the field wouldn’t identify the color

  • No good way to Copy and Paste any of the Values, Html #Hex


 

Competitive Analysis and Explorations

Any color picker referenced by our developers, we examined. Amongst others which exist all over the internet.

 

Most every color picker has little variation in Primary features:

  • Select a color from a spectrum or associated color band, modify the color via the Canvas or via Sliders, Save it. Move on.

  • Compare new color to the old one

  • Quickly swap between color a user stores

  • HSV, RGB, Alpha, Hex values

  • Have a Live Preview of the change on the selected object, and Confirm / Apply those changes.

 

What makes certain Color Pickers standout however - is the supportive Secondary features:

  • Compact / Expanded window

  • Drag and Drop

  • Slider

  • Swatch Management and Swatch Libraries

  • Keyboard shortcuts

  • Having the ability to reference a Color located on an already established Object

 

As we worked with our developers, we tried various shapes and layouts. We were working towards a blend of Compact and Expansive. Here are some mid-fidelity mockup variations made in Miro.

Sizing of Components, Scaling of the modal itself, slider type, clicking and dragging, hover shortcuts, etc.

Every variations brought us closer to the final product detailed below, and meetings with our developers lead to more useful feedback.


A Cooler Picker

Color Picker Results


Shortcut Showcase

  • Hover over a Sliders Manipulator and use Middle Mouse scrollwheel to Increase or Decrease

  • Value Fields allow users to use Up & Down Arrow Keys to Increase or Decrease Values

  • i - to use the Screen Picker

  • Ctrl+C - Copy as RGB

  • Ctrl+Shift+C - Copy as Hex

  • Ctrl+V - get Clipboard

  • Ctrl+Z - Undo

  • Ctrl+Y or Ctrl+Shift+Z - Redo


Screen Picker Magnifier

We took inspiration from Figma and added our own variation of the Magnifying Eye Dropper tool, converting our Color Spectrum area to the Magnifier. (Seen in the .gif below)


Color Libraries

Whilst the entire layout and interaction improvements are great, the “Color Libraries” are the real star of the Color Picker.

The Color Libraries is composed of Two Sections:

  • Favorites Library

  • Tint Palette Library


Favorites: Libraries

The Favorites Library replaces our previously finite Custom Colors Section with the ability to have as many colors as they want in a Favorites Library.

Users can also create more Favorites, rename them, and share entire Favorites Pages with another coworker.


Favorites: Quick Interactions

We wanted to push quick interactions of clicking and dragging in as many places that made sense for a users workflow.

We have shortcuts for Favoriting Copying, Pasting, and using the Screen Picker.

As a Standard going forward for each improvement for our windows and tools, we include a direct link to our documentation on that tool. This is the Blue ‘i’ icon bottom-left of the interface.

Favorites: Modifying and Sorting Favorite Pages

We offer users the ability to create, modify, delete, and Sort by Hue, Saturation, user order, change the Size and Shape of the Colors in the pages.


Tint Palette Library

The Tint Palette Library is where our preestablished color palettes for various in-game branding exists. Typically this is within another window all together. Through our interviews we saw these users go back and forth and we had to utilize the ecosystem connection. It was a big win with our developers.


 

POST MORTEM

Whilst a great little success story with our developers and meeting their expectations for function and features, we also had a fair amount of issues on release worth mentioning that we are tackling post-release.

Small but Fixable Problems

  • Didn’t have HAIR nor SKIN Canvas’s at launch.

  • We defaulted to RGB instead of Hex, which artists prefer even though we accept Hex and convert to RGB. There was a mix up when looking at other parts of the Editor which utilize RGB Fields.

  • The modal is doesn’t allow the user to freely access the viewport, it was very much locked into a choice, leading to developers wanting a more “free range” live editing modal.

 
 


Looking for a UX Designer to improve your Games flow or pipeline experience?

Currently based in Los Angeles, California with work and personal experience with the various toolboxes below:

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