freed d week_11 style guide_v5

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GAME CONCEPT DISCOVERY STYLE GUIDE Project: DeadSpace Group: Dead Enders By: Douglas Freed

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Page 1: Freed d week_11 style guide_v5

GAME CONCEPT DISCOVERY STYLE GUIDE

Project: DeadSpace

Group: Dead Enders

By: Douglas Freed

Page 2: Freed d week_11 style guide_v5

DEADSPACE UI ELEMENTS Gauges and

Meters

Environment Display UI

Diegetic Interface Environment

Page 3: Freed d week_11 style guide_v5

DEADSPACE REFS CONTINUED Save Station

Upgrades Menu

• In-Game Media; Map

Guide/ Destination

• In-Game Inventory Menu

Page 4: Freed d week_11 style guide_v5

NOTES~ • Diegetic UI consists of multiple avatar

interaction with space and environment in-game.

• Utilizing Sci-Fi fiction, most interfaces blend such as holographic maps, screens, and in-game media which involves the player to interact with the environment themselves.

• Using the avatar as a medium to display gauges and health was a unique design as said in most reviews.

• Some concerns are about the necessity to focus on camera angles to keep track of UI elements since none display on screen as non-diegetic UI.

• Overall game is dependent on Diegetic UI elements. With some Spatial elements disguised as interactive UI.

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OTHER INTERFACES AND NOTES

Displays and Screens

Some Elements could be brighter. I can understand suspenseful games require a dark setting, but in that moment you pause to shop or upgrade, it would be better to see more clearly what you’re working with.

Targeting I think the targeting system is interesting but forces accurate shooting in a 3D space without a FPS perspective. Shot counts can also be misleading the way it is currently projected with the environment UI.

Gauges and Other Displays

As Diegetic UI seems to be the main focus, the gauges become harder to keep track of. I would actually prefer a non-diegetic gauge on-screen. Or at least a display option to better view status of the character.

Page 6: Freed d week_11 style guide_v5

IDEAL INTERFACE - NOTES • Adding Gauges to the screen as non-diegetic

UI would help support users keep track of their character in dangerous 3D environments.

• I have no intensions of making the screen too busy as the example >>> But the elements I require are present to what I wish to design.

• Color Balance is essential for diegetic game experience, but I would like to use color coordination to better display functions of each gauges’ purpose. For example gauges changing color when characters are losing or low on health. Keeping colors all the same may be too uniform or probably blend too well to be noticeable.

Page 7: Freed d week_11 style guide_v5

FIRST STEP 20 ICONS

• Ideally I wanted to create new gauges to work as an optional health display for those who think keeping tabs on the avatar a bit challenging.

• I also wanted to change the Ammo Display from a number display to a visual count.

• Most of the game’s icons are a bit complex and sometimes hard to see to make out what the image represents. The game takes place deep into the future with somewhat broken technology so I can imagine simpler designs if the human symbolism isn’t that different in space.

• I clearly noticed that the Save Point Icon is an image of a Camera. It took awhile for me to figure that out, so I’m considering that needs a change too.

Page 8: Freed d week_11 style guide_v5

ICONS FINALIZED

Status Gauge

Improved vision of status gauge plus added gauges for more variety.

Targeting Gauge

User Friendly Identifying ammo system and targeting accuracy

Hostile Alert

Warning icon to help those prepare for a fight.

Page 9: Freed d week_11 style guide_v5

SYSTEM VIEW WITH FINALIZED ICONS Also added a map system for better guidance control.

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SECOND STEP 20 VEHICLES Designed 20 space like vehicles to fit the games’ environment.

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THIRD STEP 20 WEAPON DESIGNS

Designed 20 different weapons that are functional to what the game was originally made, but some weapons have added functions I made myself.

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FOURTH STEP CHARACTER DESIGNS Develop Character concept designs for the redesigned game.

W.I.P. Just need to scan other

pages of characters.

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FIFTH STEP CHARACTER TURN-AROUND Selected one character of my liking and detailed him out and made a four view turnaround of the developed character.

[Currently under Finalization steps]

Page 14: Freed d week_11 style guide_v5

FINALIZATION IMAGES

Weapons Picked out one of my favorite weapon choices to finalize. An Electric Chain Grappling Gun. Created Top, Side and Perspective view points.

Vehicles Vehicles are not my strongest form of art but I picked what I could work with and developed its dynamic views.

Characters I chose another Character to Finalize for creating an interactive character.

Page 15: Freed d week_11 style guide_v5

FINALIZATION STEPS

Weapons Simple example of my weapon of choice being displayed on a spec screen of the game.

Vehicles The game originally did not come with vehicles to ride manually, but I put together the vehicle with the character in an open area to depict a use for using vehicles in-game

Characters Using the character I finalize to be an interactive NPC on the Riglink which is the form communication in the game.