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Pedro's Blog

Researching websites

Peterkstudios

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When entering the page the first thing that hits you is the amount of negative space that comes at you. This really makes it easier for the user to take all the information in as it allows for a smooth transition into it. The homepage is very minimalistic and really focuses on his design and style. I think this is important as it makes it so the users and any potential clients are instantly met with a style that the products they hire him to do will have. The key focus of the website is clearly the logos and illustrations. Everything else on the page is greyed out and becomes part of the background. This gives a very straightforward feel to the user that this is the most important stuff and everything else is just additional. The colors used on this page, are very soft and easy on the eyes. This complements the minimalistic design and gives the user a calm feeling. When entering the website there’s not that much information and I think that’s good for a portfolio. I think that easing the user is important since it allows them to feel more comfortable on the page. This is a feature I will look into taking and adding it to my own website.

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When you click on one of the works on the home page, you are then sent to the project page. Once again the minimalistic style is followed but as you scroll down you are eased into the information. The same layout is followed for the header which is just a simple way to navigate. When you scroll down and see the project pictures with the graphics that were made and then the fonts and those graphics being implemented in real life you really get a sense of the style once again. I think that it’s good that the style is consistently followed from the website to the work as it gives the client and user a clear sense of the person’s work. When you scroll down the project page you don’t get any text. It’s constantly straight to the point because honestly that’s all the user cares about and actually showing that, gives a much better visual experience with the website. On the sides of the page, you also have these arrows that enable the user to travel from project to project which really lets them be immersed in the page.

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The next page I went into was the ‘About’ page. Once again the style is clearly transferred from the artist to the page. You have a big picture of the designer enjoying himself outside. This picture also shows his personality and his environment. The things that he loves. The text in the page is giving a simple description of himself and some of the work he’s done but once again, the negative space and the minimalistic design help the user to feel comfortable and not overwhelming which is a feature I definitely want.

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The next page is the shop section. The page is very simplistic and minimalistic. It also doesn’t show any additional information unless the user clicks or hovers over the image. When hovering over the picture you get a slow animation that shows the price of the badge. Personally, I think that the slow effect ruins the purpose of it and just makes the process of checking the price a little less enjoyable. So from this, I think that it’s best to keep any animation at a minimum and only for what’s really needed. Another thing that I don’t like is that when clicking on the ‘SHOP’ button to access this page you are then exited out of the portfolio page which means that you have no way of going back to it unless you go back or enter the website again. This can be especially frustrating for a user that simply wants to scan through all the content. Also having this really gives the feeling that this page isn’t exactly his own work, even when it is. So maybe having his logo or a button to go back to the website would give it a more personal feeling. Another thing that bothers me is the fact that on the right-hand side you have this bar but its button is coming out even when the bar is still hidden. The same with the text. It’s not that appealing to look at and instead, it separates the page which is something the other pages never really did so it ruins the flow. Also on the bar, you have a simple Instagram icon but it’s really small and barely visible so it almost seems like a mistake.

Overall I think the website is very appealing and the simplicity really stands out to me. From this website, I would like to reflect the same level of simplicity on my website to really just go straight to the point and give the user a very comfortable and appealing experience. Focusing more on the picture then the text is also a great addition as visually, you can receive a lot more information.

Heather Shaw

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When you first enter this portfolio website the first thing that stands out is the big squares/thumbnails for the projects. They all have these really bright colors that make the use’rs eyes just scan everywhere and they don’t really get rest. It also makes it harder to see the work and forces you to click on it. Another thing that I noticed is the distracting background. Although you don’t see it as much you always seems to scan over into the background every now and then and that can be distracting. The images used also give a somewhat negative feel to it as if it’s a website for health advice. Especially since it’s heavily blue, it has this hospital feel to it, which blue is the main color used in hospitals. Overall the combination of the background, the colors and the thumbnails just make it so hard to really focus on anything on the website.

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When you scroll down also, the background becomes an issue again with the footer. Since the footer is somewhat transparent, the background comes through and obscures the writing making it harder to read. I think that if the footer was opaque, this would separate the website a bit more and also make it a lot easier to read.

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When clicking on one of the projects, the first thing that stands out is the text. There’s a lot of it and there’s more text than actual work being shown straight away. However if you do click on some of the pictures, they extend and open up on a lightbox which makes it easier to see. But when you enter the page you’re not very encouraged to stay and read the contents of it. It’s really a lot different to the last website where you can just enjoy the visual the display. But with this one there seems to be too much information for someone who wants to scan the website. I think that adding more of the project and more pictures or visual information than text makes the user feel more comfortable and less overwhelmed by the website. Another thing I noticed was that the homepage background is still there and it doesn’t feel at all relatable to any project so it completely loses it’s effect on the page and instead acts as a distraction. One of the good things, however, is the back to homepage buttons at the top and on the bottom of the page allowing the user to quickly navigate through.

While at the homepage it’s not easy to see anything other than the projects but if you scroll down there’s a small part where Heather is talking about herself and there you have the read more hyperlink which directs you to the ‘About me’ page. This is really hard to find and seems really out of place. It just adds more confusion to the user and makes them feel almost unwelcome.

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When at the ‘About me’ page, it just once again feels overloaded by information. Too much unnecessary information talking about companies and past projects, things that just seem like they should be on the project page instead of here. The pointless includes a lot of hyperlinks to direct the user to the different companies she’s worked with which can be interesting to look at. The page continues and keeps going on about past experiences and places she’s worked at but there’s not much about her as a person and that can make it really hard to connect to the person straight away as a client. Colour throughout this page never really complemented it. It always seemed off and like it was giving out the wrong message for the website so I will make sure to do my research on colors for my website.

Overall I wasn’t a big fan of this website. There was a lot going on everywhere and it made it really hard to feel comfortable in what appeared to be a big corporate website with all this text. I think it’s important to inform the user but the methods used here just aren’t entertaining and are very time-consuming. What I would take from this is how important negative space is and the different ways information can be transferred to the user. Also when using a background I will make sure to not make it complicated and just use one color so that the focus consistently stays on the work.

Grant Burke

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Grant Burke’s website, when entering, you straight away are able to see the color palette for it. I think this is really helpful as it allows the user to memorize and be comfortable with the website. the color palette of the website is also presented with the logo. When creating a logo you are able to distinguish a color palette and if the website reflects it, it’s a nice way to stay in sync and on the theme. The font used at the top right of the website is kind of difficult to read. The kerning of the font should be adjusted slightly to improve readability. As you scroll down you see ‘Branding, Illustration, Package Design’. These are icons that link you to another page where you can access the services of the designer and request jobs from him. However on the ‘Package Design,’ the link is broken and therefore doesn’t link to anywhere and leads the user back to the homepage. Also on the page is a quick way to access the projects the designer has done. When hovering over them you get the name of the project and also the kind of service it was, such as branding, illustration, and package design. This is a good way to show the kind of scale of each project and the variety and flexibility the designer is able to provide. On the bottom of the page just before the footer, you can see his latest blog posts which is a great way to quickly get people to be involved with the designer and his work. It allows him to build up a following and get a lot of customers from the word spreading. On the footer, you have the usual layout whereby it shows all the ways to contact the designer and his social media. It’s all very well set out, consistently following this column grid to allow for consistent spacing and layout.

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After the home page, I went to the portfolio page where it’s all neatly organized, following the column grid once again and the color palette. What I like about it is that there are filters above to easily direct the user into seeing the specific projects he has worked on. For the thumbnails you have very interesting pictures, displaying the work he did which really attracts the user into going deeper into the projects.

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When clicking on one of the projects you have this really clean layout that is consistent with all the projects. The project and any work done for the company on the side, showing the work on its own and then in the works which give the user a nice view of how it went from the design and how it was then implemented onto the work. On the right, you have a description of the project and specific details under each category, which I think is really useful, compared to the previous website. The previous website really used so many colors and this one sticks to softer colors especially for the background of text which make it more readable. Have the categories as well, also lets the user find specific information a lot easier. There’s also a nice balance of both text and images which makes it more appealing to different audiences.

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The next page was the ‘About me’ page. Unlike the one before, you get more of a sense of what kind of person the designer is instead of his past careers and all the professional staff, which is good since you want to build a connection with the user through this page. The layout is very good, keeping specific information separate and easily findable. Also, it’s very inviting when you read the ‘Reasons o work with me’, it’s almost like a checklist of good traits. Briefly mentioning the past education is a nice way to show you’re humble and also that you prefer to do the work and portfolio do the talking for you.

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The last page I looked at was the ‘Contact’ page. On here you can get in contact with the designer and it’s very easy to follow the process. You have a variety of options at the top which shows the versatility of the designer and makes him more approachable. On the right, you have his details so that you can just get in contact directly and through any means.

Overall I really liked this portfolio website. It shows off a great use of the column grid layout and sticking to a theme. Everything just seems in place and it all comes together. The consistency allows the user to become familiar with the layout and be quickly able to fetch information. I will definitely look into implementing a column grid onto my website so that I can quickly layout my work and make it consistent.  Especially for a responsive website, it makes sure that the website is able to expand and decrease in size while still being readable.

Malika Favre

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The homepage of the website is so full but yet so well organized. Unlike the previous one, it doesn’t use the column grid system to it’s fullest, however by keeping it into quadrilaterals and following specific sizes, the work is able to fill up the whole page. However when you scroll down will be able to see some white spaces with no work on them since there’s no piece of work that fits that space but you will have to scroll down a bit to see that. I like how the colors are all very vibrant and her work is really the first thing you see. It’s really inviting and really makes the user want to explore the website more. Although it seems like there’s a lot going on, the header just really cleans it out and almost balances it. The header is really simple, with the logo in the middle, just like in the first website I checked out, and then the links to the other pages. The font and the logo itself fit very well with the type of work she does which is mainly illustration. Another cool feature in this page is the little’eye’ icon on the top right of the page which filters the work into different categories and colors, which really showcases the number of colors used in the work and the compositions able to be done with it. Although it’s not the most useful filter for portfolio purposes it adds a fun aspect to the page and lets the user explore a bit more of the page in a different way.2

One thing you instantly notice about the ‘work’ page is that it is very similar to the home page. This is because in both pages you have some of the same works displayed so it can confuse you at first and a bit disappointing since you expect to see more work. However, this page includes work that is more professional or I guess commercial so it almost acts as a filter. Hovering over one of the thumbnails pops up with the name of the work and also the company that it was done for, give the user a quick intro to the project. When clicking on any piece of work you get a bigger close up of the work through a lightbox and you can also get different renditions of it and also the work in use in like a magazine or so. I think it’s a really nice to set out the project as it solely focuses on the work itself. However, on the bottom right, you have a button with an ‘i’ inside a circle whereby if you click on it, it gives you a very brief description of the work. I think the idea of focusing on the work and less on the information is a much better way to showcase the work as it lets the user judge simply the work and nothing else. From the lightbox, you are also able to navigate through the different projects and stick with the zoomed in version of the website. One thing I did notice however was the loading times for the pages/opening different projects. It can take a while to open each page since the images are really high resolution, however, it does pay off since the quality is very high.

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The next page I went to was the ‘Shop’ page where you are able to purchase some of the work the designer has done. Once again it follows the same layout and it kind of gets somewhat stale since it feels like you’re just looking at the same work, but it is different work. On this section, everything is pretty much the same. That’s the thing with the website. To begin with, you get a good first impression but then it just seems to be used too much and there’s no real variety, it just feels like you’re looking at the same page over and over again. When you hover over a picture you get a price for the work and you get different points of views of the work and a close up of the signature.

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The last page I looked at was the about me page and when I entered it I really felt relieved to see that there’s a lot of negative space just to let your eyes get a break and for the writing to have some breathing room. She about me section is less about her and more about how great she is but that doesn’t feel as welcoming but it also seems like it was written by the web designer so it really does feel less personal and a lot more business orientated. But from it, you can see that she has a made a name for herself.

Overall from the website I learned that following a theme is good but also putting in some variety in different pages and not let all your work out in one go, keeps the users intrigued and interested. So I will make sure to stay varied but still follow a procedure when doing the layout for my website. Also, I have to be mindful of loading times and file sizes so that the user doesn’t spend too long loading the website and leaves from all the waiting.

Hira Studio

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When entering the website, you instantly get this black and white theme. Very bold and somewhat futuristic, since all the lines are almost making a shape. The logo is on the top left and it really reflects the beginning of the web page. The font is consistently used throughout the page which helps to keep it organized and formal. As you can see there is an arrow in the center of the top of the home page to direct the user further down, which is useful and it disappears when you hover over it. When you start scrolling down, the theme is still somewhat followed through, however, a lot more colors start to be used and it kind of messes with it. You get some pastel colors and then some really bright and it just puts you off with the theme, it doesn’t look so well structured. Another thing I noticed was the font on the rest of the pages where on the projects, the font has 3 different sizes and it just makes it a lot harder to read since your eyes need to adjust to the different sizes. Through this page, you can also check out the different projects and go straight to their own page. At the bottom of the page, you have a method to which you can contact the designer, however, there’s no re-Captcha. This makes the designer vulnerable to spam emails. Also on the footer, you have links to their social media but I think by having a small icon of the social media website, makes the user recognize it faster and be more keen on visiting it.

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The next page I looked at was the project page. I was honestly a bit disappointed with it since it was literally just a copy and paste of the previous page so it didn’t really feel like something new. However since the designer didn’t have many projects to his name, it is a nice way to layout out and still looks like you have done a lot of work and have a lot of experience. One of the things I noticed is when going from project to project, there is an animation that plays that fades in the text and when you quickly want to go through it really does slow you down and it’s really unnecessary.

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When clicking on the project you have a set layout for everything, ‘Summary, Branding, Website’. Although it lets you become familiar it does seem a bit lazy and very repetitive of the layout. I think that there were some more things that could’ve been showcased that would’ve amazed the user even more. One good thing is that you have a lot of example with the work being implemented, into things such as packaging and website. This really lets the user see how the logo/work is then transferred to the rest of the brand. A bad thing that I noticed was the fact that some of the pictures of examples particularly with the website on the phone and the computer, which seem to have no focus on the website and it were very hard to see it in work. On the bottom of the project, there’s the ‘Let’s work together’ section again and it just like it shouldn’t be there since its on literally every page. I think it’s best to leave it on the ‘Home’ page or the ‘About me’ page.

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I think that about me page is really clean. You have a brief description of his main events in life, moving on to experience. I think that it’s a nice way to build a bond/connection with the user and really show that you’re a passionate and organized designer. I do think however that by having a much bigger picture of himself, it does emphasize the fact that this is about it. It would also help with the overwhelming negative space that somewhat makes you feel empty.

Overall all I think that it was an ok website. It followed a theme, maybe too much but it kept it professional. Some features of the website, like the  ‘Let’s work together’ section, were overused and I think that’s just too much, almost forcing it. The main thing I would take away from this website is that shouldn’t be overusing things too much. It’s nice to show projects on the homepage, however, having a different layout for the ‘Projects’ page allows for it to feel fresh and brand new. Also not to vary the font too much. Stick to 2 fonts and don’t use too many sizes for it as it can make it a lot harder to read.

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Live action video game trailers.

Left 4 Dead 

The trailer starts with a low shot of a woman running, desperate and afraid. She’s scrambling to find a tool to defend herself. Adrenaline rushes through her. She goes through the draw and finds nothing, she then keeps moving down the draw to trying to find something. The zombies are catching up with her so she must run. She falls and then looks at the door as she injures herself and something tries to enter. She makes backwards crawling and from the door comes a guy, struggling for breath and also in search for refuge. He picks her up and leads her out of the room into what they think is a safe room. Once in the safe room the tempo slows down and a sense of calmness comes. However not long after the zombies barge through and the light flashes fading in the gameplay of the game.

This scene can be done in the college and with some simple dark lighting, the post apocalyptic theme can be replicated with filters.

 

LA Noire

Two detective looking people are standing studying a crime scene discussing and thinking. When suddenly they hear something drop upstairs when there wasn’t meant to be so they rush upstairs to find something jumping off the window. They think he’s a suspect so rush downstairs to chase after the suspect. After a long chase they stop the suspect and tackle him down and with a low shot of the suspect on the ground getting pulled up, it turns into the gameplay and a bit of gameplay plays off. The gameplay is in the prison with the detectives interrogating the suspect and then once they get the information it cuts to them arresting someone so the tempo is also fast and always on your feet.

This scene can also be done in college.

 

 

 

 

 

 

 

 

Character Spritesheet

This is the sprite sheet for my main character, which includes all of its animations and the weapons he uses in them. With this, anyone is able to use my character and have the resources needed to do whatever they want. Spritesheets allow for a good, methodical representation of the animations.

Spritesheet

Game Design evaluation

For my game design, I found my work acceptable, not really really good but acceptable. This is because I wasn’t really comfortable or familiar with the software. This made it so I didn’t have the freedom or knowledge to portray what’s in my head onto my work. However, I do think it was a good learning experience. I learned a lot about the software and how to do the very basic stuff. But also about more complex stuff such as blueprints. I am proud of my work. I think that I did adapt well and my image of the game is still present in this project.

The character development worked out really well, however. I believe that I built good characters that are able to engage and interact with the player on a more personal level which is important in a game. I also think that through my research I was historically accurate with any pieces of equipment I designed which is really important as it adds that extra level of authenticity and realism.

The next thing is the background and graphics of the game. As you saw previously, whatI had in mind for a platform was quickly gone due to the game development and how it works with the tile sheets. However, it did mean that I was able to learn even more about the software and the works of the game. In the end, the graphics of the platforms really stood out as a side scroller game and reflected the research I had done earlier.

I think that the story of the game was also very powerful and engaging if executed right. If more time were to be given to me for creating the game I would’ve definitely started to add story elements to it which would’ve made the gameplay more enjoyable.

The feedback got from the game was pretty positive. The negative feedback was mainly due to the simplicity and the small number of elements in the game which is understandable and for next time I will make sure to give myself some more time to be able to have time for any obstacles I come across. The positive feedback was things like how the main character looked, it had a menacing but yet protective look about him, which meant that he really suited the role for the game. It was also very suitable for the audience intended which is always good. Also about the background, it was very resemblant to that of a side-scroller which meant that the previous research was a success.

So overall I am happy with my effort and progress of the work I did on Unreal and outside of Unreal and I think I learned a lot about the processes that professional companies take to achieve the standards they do. However, there is definitely room for improvement in some aspect of game designing.

Spritesheet

Game making

When going into Unreal, I realized that the graphics I had made, especially for the platform weren’t done using the right method and way. So I need to recreate it into a much simpler way to then be able to make it into a sprite. So I had to create another set of platforms and different blocks. Bellow, you can see what I had to begin with and what to create for the game to be compatible with Unreal.

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As you can see the first one is more complex than the other. It includes a variety of corners and shapes which makes it more difficult when creating a tile sheet with it. The second one is a much much simpler version of the top one and it also includes all the blocks needed to be able to make both the ground and any levitating platforms. Also, the bottom one repeats the same pattern over and over again allowing the platforms to be as long as the user desires. Another thing I noticed was that you have to have specific resolutions to be able to import it, or at least know. This is because after, what happens is the software needs to make tiles and it does this by creating squares which the tiles are made and can then be used for in the game.

Going back to the Unreal, I created a tile sheet using the second platform sheet. For this, I had to make sure all the settings were the same as on the PNG so that the software is able to cut the tiles. For this, I set the cell width and height to 32. As you can see below.

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After this, I then had the individual tiles that I needed and then started making the game level and its platforms and floor.

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As you can see I now have the very basis of my game. So, so far the game is playable, however, there is no background and also the character animations are still the default. SO the next thing I did the wasthe background. Adding in the background was a lot easier, I simply made it all one sprite and then moved the values of Y back so it was in the background and the player couldn’t interact with it.

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After doing this the game suddenly got a better atmosphere and seemed more like a game. The next step was to change the animations for the character. To begin with, I had to get the GIFs that I had previously made and change then into PNGs. Then when exporting them into Unreal I am able to create a flipbook and assign it to an animation.

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So by creating flipbooks and assigning the flipbooks to the right animation, I managed to make the character have its idle and walking animation. However, the jump animation was done in another way as the default character doesn’t have a jump animation and instead used the walk. So for this I had to edit the character blueprint and make so if the character was jumping the ‘jump’ flipbook is used but when landing the run or idle animation is played once again so bellow you can see some of the things I needed to add.

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After doing this my game was all set. I slightly adjusted certain animation so that it fits the character perfectly. For this, I used Bulk edit and edited the number of pixels per unit of the picture, making it smaller so that the image would decrease into the right size.

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Below is the recorded gameplay of me going through the level.

Game Story

To come up with the story for my game, I look at some already made stories. One is a more traditional then the other being a modern one. The first story was David and Goliath. Goliath was a mighty giant and fighter, able to beat anyone. Almost as if he was a god himself. However, David was a much smaller man with a body that seemed less powerful than Goliath’s. Goliath said that he was able to beat anyone in the Israelite army who nobody dared to take on. David was a shepherd dog, whose strength came from believing in God. “The Lord who delivered me from the paw of the lion and from the paw of the bear will deliver me from the hand of this Philistine,” David said. King Saul wanted to arm David but David refused and instead said that “his strength came from God, not from weapons.” This being the case, David went to the battlefield with a sling and stone. Of course in the story, David beat Goliath by expertly flung nails that hit Goliath’s head. The meaning of the story is that small odds can overcome higher odds with the right motivation. I think this story is very resembling of the game I want to make, as I want it to be an underdog who is able to become odds that don’t seem possible.

The next story  I looked at is the series ‘American Gods’. American Gods is based on this war between gods. There is a fight between the popular Gods, with a lot of people who believe in them. And the weaker Gods, with fewer followers than the stronger. To gain power the Gods must gain followers so with a large number of followers you are really strong. I wanted to use this story to give some more meaning to my story.

By using David and Goliath as the meaning of my story and then using American Gods to give an actual story it makes a good combination. So for a brief summary, my story will be:

A village is attacked by a god, the god is threatening the village to start praying and offering sacrifices. At first, no one goes against the god however one guy (the main character) does. This guy fights his way up to the god, beating the odds people put upon him, saying it’s a deathwish and reaches the god. Then the god explains his reason. The god is weak and being threatened by other gods. The only way to become stronger is by gaining followers. Hearing the story the guy decides to join him and help him. When writing the statement I will include a more detailed version of the story.

App Assignment – Planner

Bellow is the planner I used for the App Assignment. The first collum is for the weeks that I started and then ended the task on. The next column is for the task number, so I obviously started with task one all the way to task 3. The next column is for the different objectives in that task and what exactly I need to do. After that, it’s just a section for me mainly to write down some notes to help guide me a bit. As you can see the last week, ends off short compared to what the deadline date is. This is because I wanted to give myself a couple of weeks to be able to work a little extra on the app to be able to refine and get any last bits of work in. This time also is for learning new skills and looking at tutorials so that I can perform my work a lot easier.

Started/ended work on week beginning

Task Number How

Notes

1/09/2017

2/10/2017

1

  • Research 5 well-designed apps and then investigate 3 poorly design apps. -Discuss their formal elements, usability experience, design for purpose and interactivity/control.
  • Investigate how the App design is defined by its function and application, interactivity and UI, visual and interactive assets, exchange of data and how the App is authored. Consider what is wireframing, prototyping UI and UX Design. Include images in the form of mood boards that show the different elements of an App e.g. buttons and interactivity (rollovers and visual cues), events and effects specific to phone/mobile technology.
  • Mainly just blog work.
  • Create moodboards using Photoshop possibly.
  • Look at various resources for app history.
  • Be very visual.

9/10/2017

23/10/2017

2

  • Outline your Target Audience – using Market Research define who you are designing for, what will be required as content and its visual style/layout. Legal & ethical considerations will also need to be considered e.g. copyright if using mapping systems, data usage, representing the target audience with regards to race/gender/religion/ sexuality.
  • Produce mood boards to aid idea generation.
  • Produce a Product Specification sheet. List what assets will be needed within your App design.
  • Develop user interface elements, color pallets, font/type and layout solutions in your sketchbooks.
  • Look at different apps of the same genre to see what the audience is like.
  • Research Legal and ethical things with colors and other things.
  • Use mood boards to aid asset generation.

30/10/2017

27/11/2017

3

  • Plan the production process using a weekly planning guide.
  • Produce a logo for your App (.jpg .svg).
  • Digitise all visual/audio elements to a professional standard, saving into the correct file format (.png, jpg, svg).
  • Author the elements to produce at least x3 linking pages (using Adobe XD). Write an Evaluation reflecting on the finished product, it’s fitness for purpose, technical qualities, and aesthetic qualities.
  • Refer back to previous mood boards and research.

App Product Specification

For the product I will be creating, I will need a variety of assets as I don’t have any previously created assets. For the assets, I will also be using the Apple UI kit to be able to retrieve and use certain elements of the very popular Apple UI. By doing so, I ensure a professional look for my app. Also since it’s the Apple UI kit is means that a lot of people will be familiar with it and will instantly understand the function of the buttons. However, since many people also don’t use Apple product, I won’t overuse them as there android users and maybe it won’t offend them but it will make them feel left out. Also, the app is multi-platform so it will be very useful to not just develop for one software.

For the main assets, I will need is the bar at the top to say what time it is, the battery percentage and the connection. This will be the main ones used for both the Android and iPhone version of the app.

Android-UI-Kit-1.0ios9-ui-kit-philipamour-1

Character Inspiration

Main Character

For the main character, my main inspiration was, of course, Roman soldiers. I think that this would suit the story very well and make it seem more believable. For creating the character I created some mood boards and did research to understand what stuff they wore, how they attacked and also defended themselves. Key components of the game for future making. I saw that the key components were the helmet, chest piece and then the apron (Pterugres) which when from the top to the bottom and acted like a skirt. So I chose to implement these. The next components were the sword and the shield. Once again very common things used by the Romans so it was important to do research to get it right. I looked at the pattern in the shields and simplified them to suggest the pattern.  Although they are not that detailed, you can still see that they are Roman or from an older period which is important. The main thing with this character is that he’s an ordinary retired soldier who is strong and willing to protect his village and I think the mysterious look allows the player to be attracted more to the character and seem more powerful than he seems. All these mood board and character designing can be found in the sketchbook.

Enemies/Skeleton enemies

For the skeleton enemies, I took Inspiration from the game ‘Smite’ and their character Hades. Hades is the Greek god of the underworld so once again it suits the theme of the game. Bellow is a picture of Smite’s Hades in-game character.

Image result for hades smite

As you can see the key focus is the skeleton body with these wasted robes. So I once again created a mood board to help me inspire the enemies that the character would be facing off in the game. Because these were very common enemies I didn’t want to make them see really strong or tough so I chose to go for a flimsier body which with the references was easy to come up. I focused on the skull for the head but the rest of the body I wanted to give a highly pale color and some limbs so that it was almost as if these were skulls simply planted on people to the fight. For the robes, I then went back to Hades to get some inspiration and I chose to go for much simpler stuff and give an overall to the enemies that had cuts on. I chose to go simpler as once again these are common minions so I wouldn’t them to look too tough and as good as the gods. For their weapons, I made some more weak looking stuff to kind of degrade them and make the main character almost seem like a god himself. I chose to give them a small sword, like a shiv and a round shield. The round shield was a good option as it showed the skeletons are still weak and since it doesn’t cover much it adds more weak spots. Overall the skeleton got an almost deteriorating look which I think it’s necessary since these are bodies that were sent to the underworld now being used as fighters.

Vulcan/Main boss

Vulcan is the god of fire and forging/metalwork. I got the idea from the game ‘Smite’ once again. I chose to use Vulcan as my main boss as he can add more elements to the game, such as an upgrade system for the characters weapons and armor. Also because Vulcan is not that popular, it means that he fits the story very well also. Below is Vulcan in Smite in game.

As you can see he is very strongly built, with a lot of muscles and his main weapons is, of course, a forging hammer. This instantly gave me the bases of my character creation. However, I decided to do some more research on Vulcan and put together a mood board of Vulcan statues and different graphics. When creating the character, I focused on the strong body, forging hammer and the facial hair. These three things allowed me to build a very Godly looking character, scary enough to be your enemy but also friendly and powerful enough to become your ally later in the game. I also got inspiration from the mood board to add the apron to show that he is a forger but too also allow to cover more of his body and be able to add some graphics there. Overall I think that the character turned out really well. It’s very Godly looking and it follows the mythology well. Adding the God of fire and metalwork also, like explained previously, allows for some in-game elements to be added. Like when getting him as an ally, your weapons and armor gets upgraded for more damage and so that you take less damage.

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