Game Development Reference
In-Depth Information
As the concept is refined, additional sketches can include a lineup of charac-
ters, to indicate how large they are next to each other, along with different out-
fits, props, and any items that may be worn, held, or interacted with.
Designing props goes through the same type of process. The gameplay style
and storyline describe what kinds of props are needed (for a shooter, you need
shooting props; what kind will depend on the setting and other story details). As
with character detail, platform limitations affect prop design.
Functionality of the interface
Even in the early phases of doing concept work, you need to focus your atten-
tion on the design of the interfaces. These visual elements also need to fit in
with the game's look and feel and are a major component of how gamers will
interact with the game.
An interface can be any of the following:
Sign-in screen
Options page (where the player can change video and audio settings,
among other functions)
Toolbar
Maps
Navigation panes
Inventory panes
During the initial phases of designing visuals for the game, the type of game-
play and the goals of the game indicate which types of interfaces the game will
need. For example, if the player must collect a certain number of elements
before the game can be won, then an interface needs to be designed to hold
those elements (such as an inventory bag or bank). Interface design will be cov-
ered in greater depth in Chapter 6, “Gameplay Navigation.”
Backgrounds
Creating concepts for games—especially ones that involve moving characters
in real time through 3D space—can often mean elaborate and sweeping back-
grounds to help convey the grandeur or complexity of the story.
Naughty Dog games, located in Santa Monica, California (a subsidiary of
Sony Computer Entertainment America LLC), created the video game series
Uncharted . Uncharted 3 , released in 2011 and designed for the PlayStation, is a
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