I'm gonna leave here some stuff I did before on interface and screen composition that I particularly like a lot. everything is quite amateurish :P but it gives me satisfaction to look at them.
I like the idea of thinking of every screen as a composition. I like when the interface takes the front, or the game is pure interface and there's no longer a distinction between the main game world and an interface that is just an overlay trying not to obstruct too much. collages, comics and old pc games are a generalised inspiration here.
the games are presented in chronological order.
lick my eyeballs
the first game I made, in a game jam with friends. the game is basically mastermind, but the password that you form is a combination of youtube videos. I really like the big eye, the button you press to check the password and expose the subject to the chosen videos. I like the space that a button is occupying on the screen. a big interest I have when organizing UI is thinking about it as a collage of artifacts, buttons, information, without a main game screen.
treco
interstellar rising
coming from the games I made in gamejams, I explored more the interface as a variety of boxes without any of them being the main area. the interface is the game itself, it doesn't lay on top of it.
the challenge here was coming up with an aesthetic that was quick to make, but still dynamic. my solution was animating things that were purelly graphic. among these flourishes are tiny graphs that pop up constantly in the screen, conection lines between the UI boxes, the blue circles that represent your traits and spin constantly and glitches than can happen in the interface when open a new screen.
yorocutai
my idea for the UI in this game was emulating/ taking inspiration from books, both in the aesthetic flourishes and the organization of the screens in linear sucession, one after the other like pages from a book, with an index at the middle.as telas-páginas em sucessão |
autonomous agent aramis
something about this game I liked a lot is that the top menu remains when you advance trough new windows, including the main level. I wanted the game to look like the interface the robot's operator uses, or suggested that. I tried to associate this with an internet browser for example.I also really like the visual theme of the spinning medals.
I wound up presenting almost all the games I made jshskshsl, consequentially the quality varies a lot, but I wanted to at least bring attention to one aspect in each that I liked.
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