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Pause Screen Assets
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.
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.
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
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.
Testing Plans
Team 1
Team 2
Team 3
Team 4
Team 5
Team 1
Team 2
Team 3
Team 4
Team 5
User Testing
Sprint 1 - Game Audio
Sprint 1 - Character Design
Sprint 1 - Menu Assets
Sprint 1 - Map Design
Sprint 1 - Void
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 - 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 - Gameplay
Sprint 4 - Game UI and Animation
Sprint 4 - Level Background and Music
Sprint 4 - Game User Testing
Sprint 4 - Final Game State Testing
Entities and Components
Status Components
Event System
Player Animations Implementation
Development Resources
Entities and Components
Level Editor (Saving and Loading
Multiple Levels)