Pick Your Mode - Development

 


determine dialogue settings 


> Gradient thick line not consistent with thin stroke lines throughout in grid background and type 
> Handwritten type alongside digital type works well but needs development 
> The interaction between the structured grid and digital type with the overlapping hand type creates interesting sense of dimension and layers 





> Lingo of game play that can be used on visuals to create this tone of decision making in reality under the veil of games 

Nearly every decision has a huge amount of grey area surrounding its morality, and how it’ll help you. You can get close with certain characters, befriend several factions that lead you to conflict with others, and you can kill nearly every NPC in the game to make even more different stories and endings. It’s an unlimited supply of choices and has tons of decisions in what builds and perks you choose, and it ends up being a remarkable personal experience with each playthrough.

The choices come entirely in the gameplay, however, as you end up needing to make tactical decisions that affect your entire campaign.

> Greater game lingo and game visuals with loading symbol is a good development on this idea 
> Addition of textures on top of the simple manipulated paint visuals really elevates the digital game aesthetic and idea of virtual reality 
> Colour use, texture and form all affect the feelings evoked from each option A and B on its positivity versus negativity 
> Keeping the format from the last test with A and B in the same places creates this system using the grid that makes it more cohesive as a collection of visuals and enforces the idea of a game screen
> Loading bar should be centralised within LOAD word 


> Using textures also enables easy animations of each option abstract visuals which transfers the work nicely to digital platforms
> Addition of motion will create more engagement in the idea and give a sense of movement and life, a reflection of the constant decisions having to be made 




> What could these visuals be developed into? More digital would be more appropriate for its topic, but presenting it through print also reflects the crossing over between tone of game play and fantasy into reality, a physical tactile space 

> What's my aim? I want people to think about how their decisions affect their day to day life, how they can choose who they are that day, make conscious choices on their 'identity'
> Perhaps simple poster series with animated versions on online platforms? Additional AR scan available for posters? Filters for them to pick what character they are that day? Who will you choose to be? Flicks between different coloured abstract filters that affect the tone of the mood in the image of themselves 

> From all visual directions so far on this development, the more abstract visuals work better than the manipulated hand written type so far 
> Makes it feel more subjective, communicates positive vs negative in more ethereal way, means that choice of words don't become another development to work out 

> Use of pixelated digital type on initial developments could be involved in this aesthetic as it elevates that tone further 
> More text to make options clearer and balance page better?



> Original texture used in previous development does not work as well as it could due to the large amounts of black in it
> Makes character less prominent and therefore less visible so you can't understand it's a character 
> Change in texture enables better visibility 
> Need to change texture used in previous visual to ensure consistency 





> Balance feels off on this as most elements are at the bottom
> Keeping titles and A and B in same places means having to work around these to ensure all elements are equal distances 

> Enlarging avatar uses up space but means each avatar word is different sizes and therefore inconsistent 
> However balance is more successful between elements 
> Prioritise overall visual of each design or the consistency between each system and layout of text?? 




> Smaller abstract shapes don't work as well as first development where forms come from off the edges of the page 
> Need more variation between abstract visuals: interesting with first two developments but can't use same abstract forms for all idea 
> How could game mode be presented in visuals? 



> Works well when placed off of the grid, provides dimension
> Load with loading bar is most successful because it has gaming visuals in it, including this more on other developments eg. arrows on difficulty 
> Descriptions of each setting to relate it to mindset 






> Messy, not consistent with change in type 
> Settings tool used in games when reduced in size loses pixilation effect, should be remade in smaller size 
> Replacement of I as spanner, feels repetitive and less interesting however than loading symbol 





> Recreation of in game dialogue in abstract forms, is it obvious? Could it be clearer?
> All visuals have been designed with abstract forms apart from character one, this feels inconsistent, not as interesting as it could be 
> Need to work out other ways of creating representations 
> Don't want to be too literal with speech bubbles but possible that this may be more effective 

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