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Bailey Goble
Brief
The task for this assignment is to create a portfolio work
that contains the steps to producing an interface with a
theme and genre. The brief gave information for a game
from the setting to theme, allowing me and other people
in my course to get an idea and a start point to start
brainstorming the design and the structure of the
interfaces, from the menu that the player interacts with
and the heads up displays, displaying key information
that the player has to know. Although the given theme
was a choice for me and other people in my course, if I
wasnt happy with the theme, I had the option to create
my own theme if I wasnt happy with it.
Titles
The idea and thought process
for designing the title/logo
was keeping it very simple
with inbedding the title with
the logo like most media, with
films and video games
especially. The colour was
thought as to reflect the
colours of Russia and
communism.
Moodboard
Far Cy 4
Objective/
Important information/Tips
Mini-Map
Ammunition
Wireframe Gameplay
Mirroring very similar wireframe to the Far Cry 4 gameplay, but I feel that
this setup, showing the player majority of the screen and the world within
the game and showing important information is a great design setup. This is
also very similar to several different games like Grand Theft Auto or Middle
Earth: Shadow of Mordor, and no surprising that this set up shows success
Flow Chart
Perks
Exit game
Resume
World Map
Synopsis
Glossary
Options
Gameplay
Main Menu
Settings
Inventory
Save
Load
Colour Scheme
When coming up with the colour scheme that is
displayed through the HUDS and design of the
interface as well as of the game itself, the focus
was keeping it very simple but still reflecting of
the time the game was set in. Heavy use of the
colour red, to really focus that the game is based
if a soviet Russia and communism. I also
inspiration from Frank Millers Sin city which use
the cooperation of only important objects or
features in the movie are the only thing that
contain colour and the rest stick with a noire
theme. Which I use to help to reflect the world
that this game is set in.
Gameplay
Combining all the HUDs together with ideal of how it will look and be
used within game.
Pause Screen
The pause menu was influenced by the recent Five Nights at Freddys which show
the mini games with a damaged screen which really showed the distorted
interlaced lines like an old tv. The design was also inspired by Fallout 3 menu that
pops up when the character levels up, which is a normal window with the corners
are covered in a deep green light.
Inventory Menu
Inventory menu
-Inspiration
This menu continues the same layout as the Battlefield multiplayer class
layout. I also thought this was design was simple but still contained a lot of
information so I added this interface with my own spin on it.
Main Menu
Poster 1
Poster 1- Inspiration
Well, the assignment never
mentions about creating any
poster or adverstisment, I
had a lot of extra time in this
assignemt and in my free
time designed and develop
some extra work for this
assignment.The poster was
also designed from Frank
Millers Sin City
advertisement, having a
unique theme and having a
limited use of colour that I
also incorporated into the
gameplay
Poster 2
Poster 2 - Inspiration
This poster was inspired
by a previous
assignment that
explored the design and
gave an opportunity to
create our own
silhouette poster. I used
a great example of a
fan of the game Red
Dead Redemption and
created this awesome
red poster for the
game.