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Writer's pictureConor Currie

Freelance Year - December 2023

Due to circumstances, I only worked the first half of December on projects, with the week leading into December covered in my November Blog.


Volunteer:

  • I had my final week at my volunteering role as UI/UX Designer. I primarily spent this week on contemporary research in relation to my role and concepting within Figma.

Freelance:

  • On 8/12/23, on recommendation from my course director, I began collaborating with a student in Final Year as a UI Designer for his project. He is working on a multiplayer party game similar to Gangbeasts that involves fighting other players on a map, punching, throwing and attacking enemies, which I thought would be extremely fun to work on after demoing. We discussed different interfaces needed, early planning for when I would be able to start working, and what style it would follow, looking towards a cyberpunk-ish style.

  • We had a meeting on 17/12/23, where I was invited to the Github, Miro and Trello, and helped hash out a project schedule in relation to my role and what I aimed to accomplish next year.

Other:

  • On the week of 4/12/23, I worked on different menu interfaces for a game idea I had been developing over the summer. Being an RPG, it wasn't feasable in scope to develop during my placement year, but I wanted to challenge myself in still trying to create an interface for it regardless. I had created this menu screen earlier on in the year, as seen below.

  • While I liked the design, the unconventional layout posed some issues, for example, the menu's progression is a bit unclear, and it's not translation friendly, due to longer button names potentially being obstructed by other parts of the menu. I then decided to experiment to find a design that, while unconventional, still readable.

  • Since the game is about time, I figured it would be ideal to test out a monochrome style in a direct reference to "clocks", making a much simpler menu. While it is much more readable, it also displays much less information, and doesn't have much room to do so, due to the limited space.

  • I then decided to go in the opposite direction, and try to make a much more high-fidelity concept. I was inspired by Persona 3 Reload's menu theming, in how the character's head is bobbing underwater, as seen below.

  • Because of this, I decided to look at the theme of time a bit more liberally, and instead try to have a sand-themed menu, tying into hourglasses and "sands of time". Creating a sample model of my protagonist within Vroid Studio for posing purposes in what would ideally be 2D art in a final product, I focused a lot on warm colours to make a menu that did reflect the sand theme I wanted to go for, using multiply-layers to further achieve that effect.


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