Monday, August 27, 2012
PictoGrams
The project we had to do was create picto grams for our option menu for the interface we will be creating for our midterm project. The pictograms i picked were simple ones for an option screen that basically any mobile game would have. The first one is sound, I searched on google for sound pictograms and there were some diffrent sound ones, but overall the one used alot conveyed to the player much more. the second was for music, what people represent music can determine by the person but universsally I would say a music note conveys the most meaning to everyone. The thired one I picked was brightness, I like this one because I use it alot when I play video games, to me it make the screen clearer for a better shot if your playing a shooter, and guess what this is a fps game. The pictogram I picked was the universal one was a circle that pulses out light. It is used alot on computer more than anything and I think the player would understand that because he or she is using a smartphone abnd shoul be computer literate in this technoclogical age.
Wednesday, August 22, 2012
Icon
The Icons I Did was the American Flag and the Korean Flag, Im not sure yet but this Might be the sides you pick in multiplayer. Im intereiely not sure yet. But my design process went like this first I created a pointed sided rectangle using that rectangle took. Then the 3d bevel tool where I put that side ways. Next I created an american flag, I saved it as a symbol. after that I went back to the 3d bevel tool and mapped the symbol on the 3d object. the re sized to fit. Then lastly you i used the warp tool to make it look like a flag for the symbol purpose.
Sunday, August 19, 2012
Americans VS Koreans- Flow Chartand Site Map
These are the site map and flow chart for the Interface I will be creating for the mid-term. The game will be called Americans VS Koreans. It is a FPS on the IOS or android device. You play as a surviving American who lost everything. The Koreans took over America, when the U.S took control of their nuclear programs because they were getting out of control and not trust worthy. So they took over the east coast of America and put everyone into labor camps and if they didn’t follow the rules they would be shot on sight. So you play as a rebel American named Zach Gallows who is trying to find his wife, so he leads a group of men who play attack on the labor camps. This game will have an easy interface in the game as well with analog stick in the right and left bottom corners. In which the two control the camera and gun movement. In the middle of the analogs is the fire button, which enables to fire bullets at the enemies. To zoom in you have to double tap in the middle. This game will be fun and have a friendly interface for the players.
Wednesday, August 15, 2012
Diegetic, Non-Diegetic, Spatial, and Meta Interfaces
The first game I would like to take a look at and its interface is Ghost Recon: Future Soldier is a 3rd person tactical shooter. This game uses very simple UI element of any shooter you see out there today. They use a simple non-diegetic interface that shows you the weapon your using, how many bullets the weapon has, the reticule of the gun because its third person, shows radar on the screen also. It also shows the switch between each grenade, recon drone, or claymore and shows the button you use to switch between theses things. The cool thin about the meta is when you get shot and your hurt, the screen gets darker and darker with blood. It also implements diegetic interface as well. This comes in as it is a futuristic game and use advanced technology never even heard of. The way they use this is the halos around the guns that shows you information on the gun how many bullets you have left. Also they use markers to tell where the players are coming from. The other aspect is sensors which gives the location of the enemy, the enemy shows up in all red. Here is some examples of the interface.
What the game does good? Well the combination of the diegetic and non diegetic interface in a simple manner lets the player utilize the character better, and is just great game design.
What the game does wrong? Well non-diegetic feature of when you get hurt,its to overwhelming and you can’t see anything.
The next game I would like to take about is Silent Hill 2. This game uses basically through all of the game in a diegetic interface. This game is a 3rd person survival horror. In the game you have no hud element in the game, you just see your player and that’s about it. It does have a couple non-diegetic aspects like when you can’t open a door it says door locked. The loading screen to get to the next room is ghostly footsteps walking around a black screen it’s pretty creepy. The diegetic aspect of this game give the game it’s scary aspect. Here are some examples,
What the game does good? This games diegetic interface allows the player to feel immersed in the game and get really scared, give it that realistic feel, by not having a HUD. The non-diegetic part of the footstep on the screen is sort of creepy and when you interact with anything text pops up, this can help you solve thing throughout the game.
What the game does wrong? Well in my opinion I think there really isn’t anything wrong, this game did a great job with the diegetic and non diegetic features to make it really scary, and this made it one of the best horror games of all time.
The last game I would like to talk about is Assassin’s Creed 2. This game is a 3rd person adventure game. This game uses a combination of diegetic, non-diegetic, and spatial interface methods. The diegetic part comes in when you go into eagle vision which is like a inverted picture look, this can only been seen by the character and the person playing the game. The non-diegetic use is with the HUD screen that allows you to see your weapons, the radar, objective status, also what some buttons do whether you’re on a PS3 or Xbox interface. The spatial part comes in with the things surrounding character in the game to know to assassinate the player or not it usually comes in as a red or yellow color over the character. Here is an example of the interface.
What is good part? The combination asset of using different interface methods allows the player to know what he is doing in the game. By showing him what weapon or where to go for the next objective, or who to kill or not.
What is the wrong with it? The player can sometimes feel overwhelmed with so much going on with the HUD. It might feel really cluttered at times. Also sometimes you don’t know whether or not to kill the person who is highlighted.
In conclusion examine different game interface, whether it is Non-diegetic, diegetic, spatial or meta. This gives me an idea on how I want to start my interface. It really gives me an insight on new terms and learn a new skill in the game design world.
Monday, August 13, 2012
Logo_Color Theory
The logo I chose to do is Abandoned Hope it is the game me an a couple students in Game Design Project 1 are making this term. So I thought I could use this in another class. So first hand what I did was pick a font, the font I orginally had could not be loaded so I had to go with these fonts. After I chose the font for the first one, i grabbed a picture of a scythe and used to pen tool to outline it. Then I used the line segment tool to underline the text. In which I used a diffrent stroke to give ot an eerie sense of feel. After this I had to give 2 diffrent color schemes for the logo. The first one is the real feel for the game with red,black,grey,and white. These color gives the sense of an eerie mood like this game will be bloody and scary, if I did this correct this should give the players that feel. The second color scheme was orange,black,grey,and white, this was sort of a halloween feel still trying to get the same horror concept. The last color scheme was green,black,orange,and white. This had a supernatural feel to it like green ectoplasma, a ghostluy feel. I used alot of darker colors like grey and black to give the sense of horror and a dark feeling.
The second concept of the logo had sort of a blood ridden look for a text. After the text I outline line a machete to give the killer sense of feel. I duplicated the matchete so it lays out behind each word. After that i made little blood droplets and the a poop of blood to make the sense that blood was dripping from the machete. The first color scheme i came up with was yellow,grey,red,and black. The dark color give the feel of horro while the yellow outline makes the logo stand out and still gives it a creppy feel. The second color theory was real simple green and red. The green was a supernatural feel yet again and the red mixed with it gave it a real sense. I used the blood pool with all of them. The last color scheme was red,grey,black,and white. This is the orginal concept Ive had set in my mind these colors to me give a sense of horror which the game is about.
This project was very fun and creative for me, I started my design project by researching many horr logos for movies and games. The I started sketching things out to see what I wanted. The I put these ideas together and messed around in adobe for a bit intil I had what I liked. This si what It got me.
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