Showing posts with label graphic design. Show all posts
Showing posts with label graphic design. Show all posts

October 2, 2013

Creative process and UI design, part one



Hello!

I'm Tarita, one of the two artists in our team, and this is my first blog post here. My main task in Interplanetary is to help to make the User Interface fuctional, and hopefully, also pleasant to look at.

Thankfully, I have studied graphic design in the past, and my previous game projects have provided me with enough experience to understand that design work like this involves more than just throwing a few boxes here and there and calling it a day.

So, the theory side is pretty well covered, but my hands-on experience? Very little. Our team size used to be a lot smaller, and as the sole artist my attention was mostly directed at in-game assets. I had made some UI graphics, too, but there wasn't enough time to actually concentrate on them, not properly. Interplanetary is my first chance to redeem the hasty UI:s of the past, so to speak.

Despite this, my first mockup sketches for Interplanetary were conservative: Electric blue elements surrounded by a subtle shine of blue light. I wasn't satisfied. While the combination definitely looks appealing, it's also a very common sight in scifi games, and I wish to avoid sticking to the most obvious style choice. I was looking for something modern and sleek, simplistic rather than cluttered and glossy.
Pictured: creative process

After "some" time, blood and bitter artist tears, I ultimately came up with three different style options for us to choose from: a) A light and delicate combination of solid metal parts and transparent holograms, b) Solid, traditional boxes with a white color scheme, and c) A mix of typography and colourful, yet subtle elements that obstruct the game view as little as possible.


Based on the sketches, we decided to go on with C, but we dropped the main focus from the typography elements and I was requested to tone down the amount of colours. To compensate for the losses, I picked up the white colour scheme (originally from B) and decided to use partially transparent objects instead of plain text.

To be continued...
In my future posts I will shed light on some of the many hassles of designing a functional UI, and provide you with some images of the final UI style. See you there!


July 18, 2013

First teaser trailer released!



Well, here it is finally! It turned out quite nice, and while there's no actual gameplay in there ,but the idea of the game is presented in a nice, artistic manner. We'll be rolling with more video updates in the coming weeks, so expect some funky alpha version gameplay stuff soon!

A big hand to our graphics guy Jukka and music maestro Vince for their work on the teaser!

June 28, 2013

Logos are not built in a day

Hello dear readers, it's Jukka here to serve you another post, this time on the subject of Interplanetary's logo and what went into the process of designing it.

Why do we need a logo?

The idea behind a logo is to provide people with something to recognize the product by. Having just a name for a product isn't quite enough, as there can be other things going with the same name (as long as it's not a similar product/entity etc).

A logo provides the name a unique and recognizable aesthetic. It's a building block of a brand. Brand is something that is born instantly, it's the sum of people’s thoughts and opinions of the matter at hand and those things can take time to form. A logo can give people something to base their thoughts and opinions on, when they first encounter a new brand and also a way to recognize it when they see it again somewhere.

Personally though, I feel that game logos don't need to be as thought out as traditional corporate logos and other product logos, as games have better ways of introducing themselves to new audiences, for instance trailers.

Design process

To start off, you need a name and, lucky us, we already had one. Both I and Tarita, our artist, started by sketching our own ideas.
The name “Interplanetary” was originally just a working title, but as it hadn't been used for a game yet and it did a good job in describing the game, we stuck with it (there's a scifi movie by the same name that came out in 2008).
I like to start logo designs by sketching straight in Illustrator. I combine shapes and use the pathfinder tools to cut out and merge them, looking for interesting results.

Some of the first sketches and their variants.

The world of scifi-themed logos is filled with planet shapes and crescent moons, blocky typography and carbon fiber textures. While I tried to come up with something a bit more original I also wanted to include the idea about shooting at planets... Which at first resulted in designs that mostly remind you of things you learn about animal reproduction in biology class. So in the end I made some compromises and didn't come up with the most original of designs, but rather ones I felt conveyed the idea best.

After a while we gathered up the sketches and chose four we liked most and put together a simple survey to ask for opinions and feedback from our friends in facebook. The survey provided us with good feedback and strengthened our own opinion on which design to choose.

The four candidates we chose for the survey.

After posting the survey I moved on to make a short teaser to show at the upcoming Nordic Game Conference, which ended up taking all my time. As a short time remedy we used a plain white version of the logo that was most favored. This way we had a logo, which would be pretty close to it's final form and most probably wouldn't change so much that it would be unrecognizable.

After the NGC, I postponed working on the logo for some time, while I concentrated on honing the teaser and its idea bit further. The teaser is still a work in progress, but I did finally take the time to put the finishing touches on the logo.

Final version of the logo.

And that sums it up. Hope to see again next time.