Unlike most companies, id Software tends to be somewhat glacial when they release new IPs. Wolfenstein and Doom all marinated for decades before their respective sequels saw the light of day. So when the company announced Rage, it’s first new IP in nearly two decades(!), the world took notice, making it an E3 sensation literally overnight. I was brought on mid-project to redirect and refine the entirety of the game’s UI and UX.

Rage was absolutely staggering in its complexity. Previous to this, The Saboteur (an openworld game) was the most fantastically large game I had ever worked on. But Rage eclipsed even that; having all the complexities of a first person shooter, role playing game, multiplayer shooter, adventure game, multiple minigames… It was absolutely monstrous – and a monster hit. Rage one nearly a dozen Industry awards from Best of the Show from Gametrailers to Best Graphics from IGN.

Even after the Panama-canal like complexity of Rage, there was still plenty of mobile work to be done! I also helped out on id Software’s foray into modern mobile gaming with Wolfenstein, Doom, Doom 2 and Rage Mobile.

Genre: FPS, Action, RPG, Racing, Multiplayer Shooter

Platform: Console & PC

Duties: conceptualization, user experience, user interface, wireframing, iconography, animation, Actionscript coding, effects, asset creation, responsive design

John Burnett - Rage - Dialog

John Burnett - Rage - Online menu

John Burnett - Rage - Difficulty selection

John Burnett - Rage - HUD

John Burnett - Rage - Quick weapon select

John Burnett - Rage - Inventory

John Burnett - Rage - Mobile