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Plan for Channa Gilchrist
Plan for Channa Gilchrist
| Name: | Channa Langley | ![]() |
|---|---|---|
| Date Posted: | Sep 29, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Channa Langley |
Blog post
New start for game GUI
Here is another take on my game GUI


Recent Blog Posts
| List: | 11/07/07 - Halloween and GG 03/15/07 - GDC and back again 01/16/07 - Internships and Employment 10/04/05 - Plan for Channa Gilchrist 09/29/05 - Plan for Channa Gilchrist 09/27/05 - Plan for Channa Gilchrist 09/26/05 - Plan for Channa Gilchrist 09/25/05 - Plan for Channa Gilchrist |
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Submit your own resources!| Vashner (Sep 29, 2005 at 21:12 GMT) |
| Kaelan Cooter (Sep 29, 2005 at 21:33 GMT) |
| Matt Troup (Sep 29, 2005 at 22:09 GMT) |
| Nathan Snell (Sep 30, 2005 at 00:04 GMT) |
| Channa Langley (Sep 30, 2005 at 01:15 GMT) |
| Sean H. (Sep 30, 2005 at 01:53 GMT) |
| Channa Langley (Sep 30, 2005 at 02:26 GMT) |

Here is an update
Edited on Sep 30, 2005 02:26 GMT
| Jaimi McEntire (Sep 30, 2005 at 03:17 GMT) |
| Matthew Langley (Sep 30, 2005 at 04:09 GMT) |
Quote:
center everything in the middle
centering things is a major no-no in design (unless used properly)
| Teck Lee Tan (Sep 30, 2005 at 05:39 GMT) |
The lack of contrast is also a little unsettling.
| Chris W. (Sep 30, 2005 at 07:12 GMT) |
| Darren Stuart (Sep 30, 2005 at 10:31 GMT) |
getting better
| Aaron Ellis (Sep 30, 2005 at 15:23 GMT) |
But on a deeper level, I agree with what Canon suggested in the comments section of one of your earlier .plans.
No matter what a game is about, the gui screens, promotional materials and all in-game content should complement and affirm the story, the setting and the overall feel of the game. Even the title of the game is an important consideration. Let me suggest using elements that have an instant appeal to your viewers' sense of what Colonial Wars should be about. Even if Colonial Wars is just a cool name for a standard multiplayer-FPS, your art and materials should comfortably fit into the setting of the game.
Just thinking of the title of the game -- when I read "Colonial Wars", the words conjure up images of settlers and homesteaders surrounded by strife and conflict -- and eventually, reluctantly becoming a part of it. Guerilla warfare also comes to mind, complete with lower-tech, improvised weaponry that non-military combatants would have access to. I imagine common people against a standing army and unfair regulations. I'm imagining a revolutionary war in a science fiction setting.
My initial impressions may be way off, but it doesn't matter. Everything about the game (including the GUIs) should fit together and shed light on the story or concept. If possible, try to anticipate what comes to mind whenever your audience thinks of about the game -- and then tweak that expectation in clever ways. Let your images prepare gamers for the world they are about to enter. If you can think of your GUIs as reflections of your game world (like Canon said) and let that guide you, then I think your designs will have more impact.
Let me encourage you to immerse yourself in the game world, contemplate the background story and then start brain-storming the possibilities into a sketchpad.
Imagine if you were a photo journalist dropped into the Colonial Wars conflict. What would you see? Which events would you want to capture on film? What stories would you want to tell your readers back home?
Hopefully these suggestions aren't out of line. And hopefully they can help somehow.
[Edited for wording]
Edited on Sep 30, 2005 15:27 GMT
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