As the game has expanded far beyond my original intention, the flash file has become quite crowded! As it appears in the brief, I feel navigation is a significant feature to refine.
While the HUD changes slightly from level to level, I have kept the interface clean and simple throughout, with consistent sizes, layouts and fonts. The in-game inventory is laid out clearly, with obvious buttons and information and the main menu system is simple and straightforward. I spent some time making a detailed carousel for the level screen, where you cycle through which ‘psychotic episode’ to engage in. I have tried to make an intuitive interface, using skills from the previous Designing for the User brief, as while the game is purposely intended to challenge and disorientate visually, I don’t want the player to become frustrated with navigation.
Sunday, 17 May 2009
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