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Columns
With Ancient Greek themes throughout the game, the columns are a simple yet integral design element that convey this theme.
Background research:
- Inspiration was taken from Greek ruins, which provided a basis for the design. Dimensions, specific themes and patterns were identified and implemented in the columns designed for the game.
- Different styles/types of columns were examined and analysed, in order to decide the final 'look' for the columns.
- A high-fidelity design pictured below was created based on the original sketches:
- Further iteration led to the addition of another column in the row, as well as improving and adding to the prior design:
- This element was subsequently added to the map within the game engine.
Testing Plan: Testing Method: Short Interview
Explain the concept of the game and the component to the user. Show the design to the user. Explain the design feature and its role within the story of the game. Record feedback and iterate based on this. User Tests Notes and Observations:
User 1 Feedback:
- "The columns are not distinctive enough"
- "Changing up the colours could help them stand out more"
User 2 Feedback:
- "I like the colour scheme but maybe add an accent colour to make it pop"
- " Purple could be a good contrast with the other colours, and match with the ancient Greece theme"
- "I think there is too much of the sandstone colour in the map overall"
Iterating upon the feedback received during the user testing session, a version of the columns was created with purple accents.
- Further iterations of the columns will be undertaken
- The amended colour scheme of the column will be tested within the context of the entire map
- Further testing will be undertaken
Level 2, is set underground, in a dungeon, and has a different aesthetic feeling to Level 1. Despite this, it was decided that Greek-style columns would continue to be incorporated in order to maintain the Greek theme of the game. Thus the columns from Level 2 were adapted from Level 1.
In order to design columns that would be in keeping with the theme, user interviews were undertaken in order to gauge an effective 'look' for the iteration of this map element.
User Testing Plan:
User Testing Type: Brainstorming and discussion session
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Explain the concept of the game and the component to the user.
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Show user concept art for Level 2.
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Ask users for their general thoughts on the aesthetic.
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Ask users to reflect on how they would imagine columns within this level/aesthetic.
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Observe and reflect upon discussion responses.
Results:
From this user group discussion and interview it was gathered that, in general, the users felt that the general aesthetic for the second level was "dingy" and "dark". Additionally, it was gathered that columns should have a "crumbling" look. The colour of the columns was also changed from a light sandstone to grey, to compliment the walls and floor of the new level. Further brainstorming led to the addition of moss or vines which were added to the columns, to further adapt the original column design to the aesthetic of this level.