Individual Summary
Garglyer has been a very enjoyable game to work on, especially for the fact that we decided to make it as an iPad game. As the design team we have each had very set roles throughout this assignment. Personally I had the role of designing and creating the different interfaces for the game and also finding sound and sound effects. We had many group meetings during the assignment, which as a group project were really helpful, specifically when wanting feedback from the team as a whole. These allowed everybody to contribute his or her individual opinions on different things. All team members were always present at the meetings.
With the interface design I wanted to carry through the theme of concrete in which the main character Mason the Gargoyle is made of. I initially began by putting together sketches and showed these to the team to get feedback. I then started mocking up designs in Photoshop to use as placeholders until I could use final assets. The designs for a couple of the interfaces changed quite a bit throughout the process. From my initial mock-‐ups that were made to the iPad screen size we realized that by making them double the size of the iPad screen resolution (2048 x 1536 px) they appeared much clearer. I created all text needed for the interfaces and buttons in Maya. I added the concrete texture and a granite bump map to each of these, which worked really well. I am very pleased with how the text turned out. I had to make sure all the buttons were sized correctly for our coder Steven to put into the game. Through drop box I would give him the files. By carrying the same design theme and colours throughout the game has really worked well with the game. It has really helped with bringing the game together. I began using illustrator to put together the interfaces as it allowed me to easily add in drop shadows to the titles. This helped give the titles a bit more depth. I am personally very happy with how my interface turned out. After hours playing around with sizes and effects like drop shadow and outer glow, the work has really paid off.
Garglyer has been a very enjoyable game to work on, especially for the fact that we decided to make it as an iPad game. As the design team we have each had very set roles throughout this assignment. Personally I had the role of designing and creating the different interfaces for the game and also finding sound and sound effects. We had many group meetings during the assignment, which as a group project were really helpful, specifically when wanting feedback from the team as a whole. These allowed everybody to contribute his or her individual opinions on different things. All team members were always present at the meetings.
With the interface design I wanted to carry through the theme of concrete in which the main character Mason the Gargoyle is made of. I initially began by putting together sketches and showed these to the team to get feedback. I then started mocking up designs in Photoshop to use as placeholders until I could use final assets. The designs for a couple of the interfaces changed quite a bit throughout the process. From my initial mock-‐ups that were made to the iPad screen size we realized that by making them double the size of the iPad screen resolution (2048 x 1536 px) they appeared much clearer. I created all text needed for the interfaces and buttons in Maya. I added the concrete texture and a granite bump map to each of these, which worked really well. I am very pleased with how the text turned out. I had to make sure all the buttons were sized correctly for our coder Steven to put into the game. Through drop box I would give him the files. By carrying the same design theme and colours throughout the game has really worked well with the game. It has really helped with bringing the game together. I began using illustrator to put together the interfaces as it allowed me to easily add in drop shadows to the titles. This helped give the titles a bit more depth. I am personally very happy with how my interface turned out. After hours playing around with sizes and effects like drop shadow and outer glow, the work has really paid off.
Sounds turned out to be a rather difficult thing to find. As a team we weren’t too
sure as to what sort of music we were wanting for the backing track. I spent
hours searching free sound websites online and would bring different ones to
play to the team to see what there thoughts were. Sound effects wise we weren’t
after too many. However, these too were also rather difficult to find, especially
the fan and smash sounds. I edited the sounds in audacity by playing around with
effects and then saved them all out at the correct volumes to be put into the
game. The sounds really add to the game, in particular the smashing sound,
which was a mixture of three or four sounds put on top of each other. It really
makes dying during the game worth it, and certainly added to Nicky’s smashing
animation.
Overall I am very happy with how both roles of mine turned out. Both the interfaces and the sounds fit really well into the game. I have had fun working on this assignment and really find our game enjoyable to play. Although we didn’t manage to get as many levels in it as we would have liked, it is still a fun game to play.
Overall I am very happy with how both roles of mine turned out. Both the interfaces and the sounds fit really well into the game. I have had fun working on this assignment and really find our game enjoyable to play. Although we didn’t manage to get as many levels in it as we would have liked, it is still a fun game to play.



No comments:
Post a Comment