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Pause Screen Assets

jessie-707 edited this page Oct 3, 2021 · 3 revisions

Introduction

This is a document outlining the assets added to the game by Team 2, which will mainly focus on the design process of the pause screen and how to make the pause looks more sci-fi and tech-themed.

Inspiration

In these inspirations, we can find that the frame can help us visually distinguish the interface content from other elements. Most technological style frames are designed with simple lines and do not require many effects. The simple frame design can actually help players draw their attention to the main content of the design center. Besides, the choice of color is also mainly dark.

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Key Design Considerations

In order to improve the integrity of the game and enhance the user's gaming experience, there are several key rules that need to be considered when we are designing the pause screen

  • The aesthetic including the color and text font should be consistent with the main menu that has been designing by team 1.
  • Considering about make the pause screen looks more sci-fi.
  • We need to ensure the functional integrity of the pause interface, covering the continue, restart, and the main menu.
  • Considering the expression of the function in pause screen should conform to the cognition

Pause screen

Since we hope to express a sense of technology and tech-themed when designing the pause interface, we mainly consider three aspects including background color, decoration, and button, to achieve that purpose. Background can be used to express colors and game scenes. In technological scenes, colors are generally represented by pure colors and gradient colors. Thus, the pause screen is dominated by dark colors, such as blue and cyan, because large areas of cool colors and dark colors not only easily create a sense of technological atmosphere, but also make a comparison with text to highlight the content. I chose to use points, lines, and circles to decorate it when designing the pause interface. The button is the most important interactive control in the game UI. To render the player discover and know that this is a clickable button at first glance, it is significant to have unambiguous icons and text. It also helps users clearly know what will happen after clicking it.

The textures were all created using Adobe Illustrator before being exported to individual .png files. The first picture is the first draft of the design pause interface. Because of the lack of a sense of technology, we made some color and decoration adjustments when designing the second interface.

pause background

Table of Contents

Home


Game Design

Game Design Document

Void/Antivirus

Loading Screen

Game Sound

Menu Assets

Player Design

     Original Design

     Final Design


Gameplay

Movement

Jumping & Sliding

Jump Pads

Portals & Bridges

Buttons

Pick-Ups

Physics

    Momentum & Physics

    Gravity

    Collision


Level Design

Level 1

     Background

     Textures

     Map Design

Level 2

     Background

     Textures

     Map Design

Level 3

     Background

     Textures

     Map Design

Level 4

     Background

     Textures

     Map Design


Sprint Round-Up

Sprint 1 Summary

Sprint 2 Summary

Sprint 3 Summary

Sprint 4 Summary


User Testing

Testing Plans

Sprint 1

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 2

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 3

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 4

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

User Testing

Sprint 1

     Sprint 1 - Game Audio
     Sprint 1 - Character Design
     Sprint 1 - Menu Assets
     Sprint 1 - Map Design
     Sprint 1 - Void

Sprint 2

     Sprint 2 - Game Audio
     Sprint 2 - Character Design
     Sprint 2 - Menu Assets
     Sprint 2 - Interactable Design Animation
     Sprint 2 - Levels 1 & 4, and Level Editor
     Sprint 2 - Proposed Level 2 & 3 Designs
     Sprint 2 - Current Game State

Sprint 3

     Sprint 3 - Menu Assets
     Sprint 3 - Map Design
     Sprint 3 - Score Display
     Sprint 3 - Player Death and Spawn Animations
     Sprint 3 - Pick Ups and Pause Screen

Sprint 4

     Sprint 4 - Gameplay
     Sprint 4 - Game UI and Animation
     Sprint 4 - Level Background and Music
     Sprint 4 - Game User Testing
     Sprint 4 - Final Game State Testing


Game Engine

Entities and Components

     Status Components
     Event System
     Player Animations Implementation

Level Editor

Level Saving and Loading

Status Effect


Defunct

Development Resources

    Getting Started

Entities and Components

    Level Editor (Saving and Loading
         Multiple Levels)

    Service Locator

    Loading Resources

    Logging

    Unit Testing

    Debug Terminal

Input Handling

    UI

    Level Saving/Loading

    Status Effects

    Animations

    Audio

    AI

    Physics

Game Screens and Areas

    Terrain

    Concurrency & Threading

    Settings


Troubleshooting

MacOS Setup Guide

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