Wednesday 2 July 2014

UI Design

Tutorial 2


During tutorial 2, I've showed my assigned specialists the paper prototype and also talked about the feedback give from my 3 personas. They suggested me to rather developed a narrative based game with a lot of levels into developing a single survival level game. Besides that, the feedback includes the combination of beats tapped is currently too plain. Lastly I am to decide which aspect of the game am I more focusing on? Art style or the game experience?

By having my target audience defined, I've decided to develop the mobile game into a survival/ highscore-based game. A faster gameplay that suits casual gamer. In terms of the combination of combos, I've decided to make the skills to be stronger if the combo did not break. If possible I may also include more types of attacks with the combining combination beats tapped. Lastly the aspect I've chosen to focus on is the visual of the game. Casual gamer prefer a more relaxing and less aggressive type of game play, therefore I will create a game which let the user to enjoy the visual of the game. In the interval cooldown of the 4 beats will be playing the animation feedback.

Specialist recommended me to research more on experimental game which has nice visual effects. And to further understand how the coding of the game will work, I am adviced to create a video prototype of the visual effect.


I have research on Flowers, game developed by thatgamecompany. It has a very nice visual and animation feedback. It is engaging and at the same time peaceful. I've also researched games developed by thatgamecompany and I've found Flow. The visual of the game inspires me to create something like it.



Before I started on the VFX prototype, I've tried to design some of the element for my UI and the game. The graphics are the assets for my VFX prototype and gameplay.

Sketches







Digital UI mockup:







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