So here we have the final design for the title screen. Very cartoonish
design as was intended. We have moving platforms to hint at the full out arena.
I found difficulty in manipulating size of objects as they moved from point a
to point b. I also experimented with on oscillating color scheme to show which
option the player has selected. The color scheme has a very Tron feel to it. I was
aiming for this and the finished project of an arena would have this same Sci-Fi
feel, but instead of being in a computer program it would be in space. The game
would center on less transparency than the Tron series in terms of art style. My
view after all this refinement is Tron’s color scheme applied to the Assassins
Creed map style and movement patterns. I want to look more into the movement of
objects and how they can look more authentic as time goes on because my
finished project would contain tons of moving pieces as nearly the entire map
is constantly altering. i will re-upload this in class with a loop feature that i have failed to figure out as of now.
Monday, September 30, 2013
Thursday, September 26, 2013
Title Screen Rough Concept
This is the rough skin for the final concept. The final move will involve players moving on the arena floor also including multiple levels to the arena.Text will be brought down a few sizes and have the appearance of hovering as well. A dome like shape will take form encompassing the arena as well. a possible direction will be removing the floor altogether, pushing off the audience sides, and creating a full floating arena all encompassed within a glass dome. red and blue team will be moving through the arena, the crowd will be making noise and moving, and platforms will be moving. balls will be hovering throughout the area as well.
Tuesday, September 24, 2013
Thursday, September 19, 2013
Moodboards
The moodboard for Assassins Creed 2 shows the primacy that
white black and red had in the game. This has been a recurring theme of the
first 3 games as the environments were rich with white buildings. The characters
you played always where white with red on the inside. The animus itself also
reflects these colors. I like the simplicity aspect of 3 primary colors as it
makes the red really pop and ads to the science fiction aspect of the game when
you are playing.
On the arena side, I have a large focus on space but also on in world arenas. The space images successfully show off the darkness. The little shots of color that rise add to the ambiance of the design. The planet off in the distance adds color to the utter darkness of the environment. The on world arena image contains a very strict color scheme, which was planned. It creates a more Sci-Fi element as I stated in the Assassins Creed moodboard, and the image itself is from an assassin creed game
The balls moodboard shows a large contrast between the multiple types. This is important as each ball serves a different function in the game. By color coding them in specific ways and altering the texture and shape of the ball, it will become easier to memorize and distinguish which ball does what.
The species should all have a unique color-coding distinction
to make them significant. This way, when matches are commencing, players will
not confuse which team is theirs. The 3 images I selected show a contrast from
mainly grey scale, to primarily blue, to flat multicolored. These teams have
enough difference in the art direction that they will not be confused with one
another regardless of similar stature.
Tuesday, September 17, 2013
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