/

/

RockStar - Design System

RockStar - Design System

Year

Nov 22, 2024

Client

Summery

The Rockstar Games Design System is a bold, cinematic framework that unifies UI, branding, and motion across all Rockstar platforms—empowering teams to build fast, stay iconic, and never break the brand.

More Details

1. 🔥 Foundations

These are the atomic elements that shape Rockstar’s brand universe.

  • Typography

    • Primary: Custom-modified Impact-inspired sans-serif for titles.

    • Secondary: Sleek grotesque typefaces (e.g., Neue Haas, GT America) for body.

    • In-Game Font System: Grid-based bitmap alignment for pixel-perfect HUD/UI clarity.

  • Color System

    • Core Palette: Black, Rockstar Yellow, Deep Crimson, Asphalt Gray.

    • Extended Palette: Moody neon tones (for GTA), sepia/earth tones (for RDR).

    • Dark Mode Priority: All digital touchpoints default to high-contrast dark mode.

  • Iconography

    • Custom, minimal, rebellious edge. Sharp corners, high contrast.

    • Designed for command recognition in games and quick scanning on web/app.

  • Spacing & Grids

    • 8pt baseline grid for screen design.

    • 4pt micro grid for HUD & mini-maps.

    • Margin Protocols: Max screen real estate, edge-to-edge layouts encouraged where brand-appropriate.

2. 🧩 Components

Standardized yet flexible elements for product, marketing, and in-game UI.

  • Buttons

    • Variants: Primary, Secondary, Ghost, Icon-only.

    • States: Hover, Focus, Active, Disabled—with tactile motion cues.

  • Navigation

    • Adaptive, skeuomorphic in-game nav vs minimal nav on web.

    • Mega menus for deep product categories (e.g., game titles, news).

  • Forms

    • Clean, single-column logic.

    • Error states inspired by crime/noir motifs—blood red highlights, minimal alerts.

  • Interactive Elements

    • Carousels, toggles, tabs, HUD sliders, minimap popups.

    • Microinteractions rooted in tactile feedback and Rockstar’s game-world logic.

3. 📐 Templates

Battle-ready layouts and patterns for building consistently across all mediums.

  • Web UI

    • Product Pages, Game Launch Countdowns, News Portals, Community Hubs.

    • Grid Templates (12-column with edge bleed options).

  • Mobile App UI

    • Newsfeed, Companion Apps, Game Stats, Live Maps.

    • One-handed UX optimization and dark-mode exclusive interfaces.

  • In-Game UI

    • HUD Templates, Inventory Screens, Mission Briefs, Stat Overlays.

    • UX behavior rules based on gameplay type (FPS, open-world, sim).

4. ♿ Accessibility

Rebels don’t exclude.

  • Compliance: WCAG 2.2 AA minimum across all surfaces.

  • Game-specific:

    • Subtitles with adjustable sizing.

    • Motion toggle to reduce nausea triggers.

    • Colorblind-safe palette filters.

  • Web & App:

    • Keyboard nav, ARIA tags, high-contrast toggle.

    • Real-time screen reader compatibility with updates.

5. 🛠️ Governance

Creative freedom with system discipline.

  • Versioning

    • Semantic versioning (e.g., RDX.2.3 = Red Dead eXperience v2.3)

    • Release notes distributed to internal teams quarterly.

  • Contribution Rules

    • Design tokens via Figma & synced to GitHub repo.

    • Pull requests reviewed by core design ops team + brand guardians.

  • Maintenance

    • Monthly audits.

    • Component usage stats tracked via Figma analytics + dev tooling.

    • Community feedback loop via DesignOps Jira board.