Game prototyping in flash




















A body needs oxygen to survive. In Heartery, you control the process in which blood delivers oxygen to the body. Cosmic Adventure Squad. Joe Williamson.

Endless runner with grappling hooks and cells. Place of Power. A cat goes in search of the meaning of life. Craig McNaughton.

Pong meets Pacman -- Made for LD A paranormal themed retro platformer set in a dead mall! Arcade style retro top down ninja maze game. Heatwave Antarctica. You are a piece of ice in an unexpected melting Antarctica. Acid Nerve. Bilocation Line Studio. Listeria Wars. Soko Match. Game design HTML5 Phaser Javascript Monetize Box2D Once a game and its scope is forwarded by the project manager to the UI design team at TekRevol, the designers then build a flow to better understand the UI and UX and get a grasp of what the user journey will look like through different screens and scenarios.

She works very closely with a game designer when they have a specific feature of a mobile game to work on, and helps figure out the best UX flow by prototyping the wireframes. An interactive prototype is also a great way to get everybody on board, as you have something to show:. They then have the opportunity to give feedback, and sometimes I can action those on the spot whilst on the computer, and it updates the prototype in the app. This agile way of discussing during meetings in turn benefits the overall implementation of the UI further down the line.

From here you can identify and remove pain points such as controls that are difficult for some players or clarify instructions. He still uses it to prototype multiplayer interactions but now sets gamepad inputs in the same way as a keyboard input in Adobe XD, which he thinks is revolutionizing console game prototyping.

Michael Flarup , designer, entrepreneur, and founder of entertainment design studio Northplay , meanwhile, tends to prototype straight in Unity. His team builds UI designs in Photoshop, which they then play around with inside the engine. We spent many iterations on finding the right amount of complexity for the indicators that would follow around the trains and switches in the game.

Unfortunately, all of our attempts added an additional layer and caused more friction. In the end, the simplest solution won. The road to a complicated game UI is paved with good intentions, but in our case it needed to shrink to the simplest form we could think of.

Northplay iterated on more than 20 different button indicators before boiling it down to really simple shapes. Here are just a few of the variants they went through.



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