Plan for Channa Gilchrist
by Channa Langley · 09/25/2005 (5:00 pm) · 14 comments
Thanks for the input the new one I did in about an hour the other day, now I have taken the input and come up with these two variations and would like more input what is good, what needs to be improved, as I want our final to come out as good as possible.
note: that the window is where some of the other menu options will pop up or if anyone has a better suggestion please feel free to let me know. Thanks for all the help so far everyone.
sample 1

sample 2

note: that the window is where some of the other menu options will pop up or if anyone has a better suggestion please feel free to let me know. Thanks for all the help so far everyone.
sample 1

sample 2

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• Plan for Channa Gilchrist
#2
09/25/2005 (6:58 pm)
I agree with Ben, the bottom one is better. But, on my CRT monitor, I can barely the title in either version.
#3
09/25/2005 (8:43 pm)
OK thanks guys I will work on those, is the layout and color scheme good? Am I on to something what could work, or should I try a different approach? Its really good to get these ideas and help guys, I have been really worried about getting feed back but then I got myself over my concern and am so glad I did you guys give great feed back. Thanks alot
#4
Embossing is so 1986. They both look dated and amateur. They're both too dark, and the selected font doesn't complement the name of the game very well. For something set in the future you would expect it to be more, uh, futuristicyish. I do like the idea behind the second one, which kind of looks like I'm looking out a window that has this control panel on top of it, but the colour scheme and stuff are all wrong.
I suggest going back to the drawing board on this and come up with something completely new and fresh. This is the first contact that someone has with your game. It should be something that will impress the hell out of them.
09/25/2005 (9:24 pm)
I have a habit of being brutal when dealing with art, so please don't take this personally. (It's a good thing my sister, who does the concept drawings for the project I'm working on doesn't get easily offended! :-) )Embossing is so 1986. They both look dated and amateur. They're both too dark, and the selected font doesn't complement the name of the game very well. For something set in the future you would expect it to be more, uh, futuristicyish. I do like the idea behind the second one, which kind of looks like I'm looking out a window that has this control panel on top of it, but the colour scheme and stuff are all wrong.
I suggest going back to the drawing board on this and come up with something completely new and fresh. This is the first contact that someone has with your game. It should be something that will impress the hell out of them.
#5
09/25/2005 (9:35 pm)
Tim is right...emboss is out these days. I would suggest looking at some of your favorite futuristic game's menus. You will find that it is usually pretty monocramatic (but that means it could have some color :) and also uses flat, sleek, and simple fonts...no embossing. So one big thing is that I would suggest adding a little color in there. Great start!
#6
09/25/2005 (11:06 pm)
Great thanks guys I will take your advice. This one has just been really hard to grasp the feel of the game and the look we are going for so its good to have some help from all of you I will keep updating.
#7
I liked the use of the blue element in your last shots, try integrating the color back in. The background on your second shot above is nice: it is subtle and sets the mood. I would run with the idea of integrating game shots into the background.
Back off the filters and styles buttons! They are tempting but usually end up muddying your design.
Keep it up, youre definitely progressing!
09/26/2005 (8:03 am)
Try some text with no style applied, nice and clean. It also appears that your buttons font may be vertically stretched: a bit typesetting no-no.I liked the use of the blue element in your last shots, try integrating the color back in. The background on your second shot above is nice: it is subtle and sets the mood. I would run with the idea of integrating game shots into the background.
Back off the filters and styles buttons! They are tempting but usually end up muddying your design.
Keep it up, youre definitely progressing!
#8
09/26/2005 (9:40 am)
Thanks for the encouragement, and the tips I will keep working on it and post the next stage when I have it ready.
#9

[image]http://gilchrist.razedskyz.com/GameGUIs/colonialwars1.jpg[/iamge]



09/26/2005 (2:43 pm)
Here are some new tries with similar themes
[image]http://gilchrist.razedskyz.com/GameGUIs/colonialwars1.jpg[/iamge]



#10
Given that the title is "Colonial Wars 2010" it might be interesting to have the menu appear to be something that related to the theme of the game. The title screen literally can set the mood and is the critical first impression for a game. Perhaps making the menu appear to be embedded in a shield, weapon or even a cloak.
09/26/2005 (8:08 pm)
#3 is the best out of this set. The rubbed finish of the image in the background is interesting and the game menu screen appears overlaid which is a nicer effect. Alpha and a layered feel are very popular and work well as they can have animated transitions between menus nicely.Given that the title is "Colonial Wars 2010" it might be interesting to have the menu appear to be something that related to the theme of the game. The title screen literally can set the mood and is the critical first impression for a game. Perhaps making the menu appear to be embedded in a shield, weapon or even a cloak.
#11

(This is the one that didn't show up, there is a typo in the tags.)
09/26/2005 (9:21 pm)
I like the second one in that set, personally. I find the more monochrome look to be more appealing. It gives an empty/wastelandish feel, if that's the emotion you're trying to portray for the game, then my pick would be that one.
(This is the one that didn't show up, there is a typo in the tags.)
#12
09/26/2005 (10:50 pm)
Well thanks for the great input guys, the game is a furturistic military shooter and you are fighting over planets for resources so I was going for a military feel yet furturistic and I know they need work just trying to get a theme down that I can work off of and hearing what is good and what needs to be rethought really helps, I cant believe the helpful hints and tips I have gotten since posting here. sorry about the typo, and thanks again for the input I will take them into account and see what I can do form here
#13
Well, it had to happen I guess. You're game theme and my game theme are very similar. I'm going after a resource based shooter as well, although other elements of the theme are most likely different. Teams will be fighting for limited resoruces which will affect their ability to fight and the overall outcome of the game. Just wanted to mention it so you don't think I'm stepping on your toes later.
09/27/2005 (3:26 pm)
The non-embossed versions look much better.Well, it had to happen I guess. You're game theme and my game theme are very similar. I'm going after a resource based shooter as well, although other elements of the theme are most likely different. Teams will be fighting for limited resoruces which will affect their ability to fight and the overall outcome of the game. Just wanted to mention it so you don't think I'm stepping on your toes later.
#14
09/27/2005 (4:03 pm)
Thanks yea there are many such based games, its just each one does it in a slghitly different way, which makes them all fun thanks.
Associate Ben Garney
Like the second one better; the background provides some nice texture and contrast. But in both the top logo is hard to read. :-/