Today I want to talk about the latest design project I did. A brief note before we get started, though – I have updated my Design Portfolio page, if you’re the type of person to check on that sort of thing. I do have two more projects in the making that should be reaching there soon as well.
One of the things that I like about doing this “for a living” is that after several years I can still come across something new. I was recently tasked with coming up for a new design for a website that gets thousands of viewers a day, and has had an established community for more than 5 years. That website is Halflife2.net.
Most of the time that I work on a site, even if it builds popularity, I’m brought in to design it relatively early. Some examples would be a Command and Conquer site, a General Gaming site, and Diablo2.com, some number of years ago. But in each scenario, regardless of how big the place would become, I always had the design done before launching. It was a matter of “Okay, let’s do this right, and we’ll have everything set for a launch”.
With this site – a community of which I’m a member – I found myself nervous because I was no longer just having to please the Webmaster, but I felt an obligation to give each of the members a website that they would be proud to be a part of. The neurotic perfectionist part of me kicked in, and I went through more than 12 designs before reaching the one that’s currently being sported.
The big change that brought around the redesign in this case was a change of focus. Halflife2.net had, for quite some time, been branching out to handle not just more games from Valve, who had created Half-Life2, but other games released through Steam as well.
One of the biggest obstacles as a designer is drawing the vision that the webmaster has. In many cases, they will offer you freedom to go out and let your mind play. There’s nothing wrong with that either, but the chances of you coming back with what they envisioned aren’t exactly in your favour. I try to get as much information as I can from the client ahead of time. Even if it’s just colour scheme, imagery, and style, it can save a headache and several redesigns.
In this case I was allowed to roam free, but to keep the plan in mind, which was threefold.
- Move the focus away from just Halflife2
- Create an area for the Articles.
- Reduce the overall size to save bandwidth.
And of course my own personal task: Make absolutely everyone happy.
During my first few attempts I had tried to stick with the tan / blue style that the website had been going with before. The problem came up, though, that because the website was focused on articles just as much as it was focused on news, that there was always going to be a battle between them for space.
While I started on the right track, what came out felt very cluttered. As seen in the second images, the more I had to add room for other features, the more messy it became. While most of the staff really liked the metallic blue, and the sort of retro look that it gave the site, I wasn’t satisfied.
Look at that final design. How many objectives does it meet? The logo is clear and defined. The icons show the diversity. The articles have space of their own. There are features like discussions, the forums, the podcast, and so on. But the colour behind the news, and the entire way it is laid out doesn’t sit well with me. Your eyes don’t know where to go first. It’s bad marketing.
During the next few attempts, I tried to go much more relaxed with it.
The articles were given their own space away from the news. The news itself was kept with a simple background to keep it readable and centered. I even threw on the little Valve icon to say “Hey, we’re keeping an eye on them”.
But I still wasn’t satisfied with it. And at this point I realised what it was that I had to do. I rounded up about 10 people from the community, not people that I necessarily cared for, but users that I knew cared about the site, and would visit it often, and would speak their minds about exactly what they liked and didn’t.
The general response I got back was that it was nice, and had a lot of little details to it, but that the article window basically felt completely undocked from the entire thing, and the Valve character didn’t seem to fit either. It also came to my attention that the rust background was going to create a large image that I should specifically be avoiding.
Needless to say I went back to the drawing board.
The next incarnation was a complete disaster, but it did help me realise two things. Maneuvering around the old colours and trying to incorporate them as much as possible was holding me back, and there was no way that I could give the news and the articles the exact same amount of attention.
Putting them side-by-side was an idea that almost everyone hated. (I picked a new ten people through each incarnation). Looking back, I’m not sure that I really dislike it now as much as I did then. And that incarnation was an important step in the journey. I established the logo in a way that I really liked, and replaced the small icons with a larger collage that I spent hours making, showing off a few of the Valve games that we’d be covering. It felt more attention-grabbing than the icons did, and wasn’t a much larger file.
By the time I got around to messing with the subpages I had thought “Oh yes, this is absolutely it”. The latest batch of ten people liked it, the staff liked it, and even I liked it. When it came to doing the main site, what I decided to do was stop trying to promote the articles in such a way. The features were there, and didn’t need to be shoved down people’s throats. The Dark Grey is much easier to read, and the blue and orange colours are still present enough to catch your eye.
It ended up looking like this at the end.
The staff ended up loving it, and very very few users didn’t like the design, and even some of them had it grow on them after a time. Overall it was a very interesting project, a lot of fun to work on, and more pressure than I’m used to, which is excellent for keeping me on my toes. I’m looking forward to what comes next.





