Monday, 21 May 2012

GUI Designs


Here is mock up design of my GUI. It features a mini map in the top left corner, with the health and stamina bar running along side it. In the bottom right corner we have an inventory slider which lets the player cycle through his inventory in game. When a hot key is held down the slider will open up so the player can see the next item in the slider allowing easy item switching, without pausing the game. This is similar to the monster hunter GUI, which you can see in my previous post.
Here is a more old school GUI with bare basic requirements. Heath and stamina are on the left, whilst objective pointer is in the top right.

Monday, 14 May 2012

Game UI

Here are 3 designs of potential game user interfaces based of various games I have played.

1. Is a UI based on the monster hunter series which is a third person action RPG. This UI can also work well in first person perspective as it doesn't take much space and is visually appealing. The Inventory slider allows for easy switching between various items in-game without resorting to pausing the game. The player simply presses a button to open up the inventory, uses two other keys to cycle through to the item they want equipped, then press the same button to lock it. This is used in Monster Hunter to cycle through various healing items and traps which need to be accessed quickly.

2. This is a much more old school design similar to old FPS games. The health and stamina bars run vertically along the side of the screen, and are divided into health squares for easy measuring. It is important to keep status information about the player in one place most of the time to avoid confusion. Instead of a mini map this UI features a simple arrow that points to the next objective (very old school)

3. This is based of a game called Minecraft which features inventory slots along the bottom which can be cycled through using the mouse wheel, or the numbered hot keys. This allows easy and quick item selecting. Instead of a health bar the player gets the number of hit points he has remaining as this takes less space, same for stamina.

Here are some professional examples...

Monday, 23 April 2012

Trailer Sequence

Here we have created a final plan for the content of our trailer and what order our scenes will be in.

1. Will be the beginning splash screen Age Rating, Team Name, etc. This is also when the sound track will start and gradually build over time.
2. Next will be a narration sequence featuring a written version as well as a spoken version reading it out.
3. First environment scene will be Isaac Salt Building.
4. Next will be Alex E interior of the Salt building.
5. Next will be Alex J church style environment.
6. Then my SteamPunk corridor.

Tuesday, 6 March 2012

3D Production Log

Today I made good progress on my environment I finished the basic shape as well as adding textures to the scene. As you can see there are still some details to add as well as model the vault style door I want to open and the end of my section of the trailer. Overall l'm quite pleased with my progress so far and hope to complete it soon. Other elements I wish to add to this scene include Door, 2nd Room, Animated Fans and other industrial elements.  


T-Shirt Final Design

Team Wolfpack together decided on Ollie's T-Shirt design for it's simplicity and professional look from removing the square border of our team logo. The design proudly displays out team name on the front of the shirt rather than the back which was prominent in every other team members design. This T-Shirt is also unique due to where the team logo is positioned on the torso giving it a slightly different look.    

Tuesday, 28 February 2012

Production Log



Monday:
Environment-
I am making progress on my 3D environment. I was having trouble at first as to how I was going to create curves in the shapes I intended to use. I have finished the basic shape of the corridor and added a symetry modifier to ensure everything is symmetrical. Now I have started to create objects for my environment such as Piping, Control Panels etc.  
Tuesday:
Sound Production-
In Chris's lesson we began planning for what audio we are going to include in our environment. My trailer will include lots of industrial sounds often heard in a factory. These sounds will be obtained using The Foley technique which involves recording real life sounds with a recorder and implementing them into the trailer.
Post Production-
In today's activity we had to arrange a series of clips into what we thought was the right order in Windows Movie Maker Live. We did this to make us think about how everyone's scene will fit together.                     


  

Tuesday, 21 February 2012

T-Shirt Design

Here is my attempt at a t-shirt design. Did not turn out as l had hoped because the image needed to be made into a vector in order to work effectively, our game graphic is quite complex so the colours don't come through very well either. In my final t-shirt design l need to add the team logo aswell as the game graphic. It would be a nice design choice to have the team logo on the sleve almost like a badge. Another idea could be to have everyones team role on the back of their shirt e.g Alex E/Alex J/ Whoever would have team leader on the back of their shirt and so on.