UI Combine Screen

The first design for my Combine screen was based purely on the blueprint design. Using a grid I had made following the graphic design grid method, I fitted all the parts on to the combine screen.

Finding this screen very difficult to look at with so much going on, I thought about how to limit the blueprint grid. This led me to think of a ‘desk’ idea with the blueprint on a wooden desk and the combine blueprint a piece of paper in the middle. In addition you could also have kinetic movement with swiping a new piece of paper for each combine. With feedback however the desk theme was not well understood.

After the desk idea did not quite work it was suggested to me that maybe a shelf or workshop theme would be an alternative. To do this I created a split screen with shelves and more realistic icons that would transfer to the blueprint icons. The reason that I decided to continue with wood was to contrast with the many  items would be metal grey. A metal shelf would make it very monotonous and items would not stand out from it. Brown will be a far less likely colour to appear in my items.

The early bookcase screen screen was just ugly. The blueprint had way too much space but the realistic looking icons looked really interesting even if the shelf was not quite right yet. To help I had to really think about placement. Some icons didn’t work in realistic way so had to be altered. Also with the combine screen more horizontal I thought about moving to shelves above and below rather than to the side.

This final far more aesthetically pleasing look worked much better with placement above and below rather than side to side. The shelf may not be perfect yet but the screen components work much better together currently than they did previously.

By this time I had also chosen a font. The font called George Louis Cafe is a narrow font that looks modern to suit the spaceship theme. The font worked very well with the game and would act as continuity between my game and all the marketing and blog.

Font’s that were not chosen but were possibilities.

 

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