Dark Shot VR
Project Overview Role: Level, UI, UX Design Engine: Unreal Duration: Jan 2017 – Feb 2017 (2 months) In Dark Shot VR, the player assumes the role of an archer in a simulated target range. Aggressive holograms march toward the player from projected buildings, and the player, using the two HTC Vive controllers, must nock arrows and fire them toward the waves of enemies.
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Contributions
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Design Process
My first task was to create the game's tutorial: ![]()
User Interface
After giving the art team the first pass design of the nine ability icons, I turned my attention to overhauling the design of the placeholder UI. In the player's right hand, the health and abilities needed to be displayed. Main Tenets of Design: 1. Clearly displayed data- The game can become frantic very quickly; players need information readily available to be able to react within a reasonable time frame. 2. Dynamic animation polish- Animations should reinforce feedback whenever possible. Iteration 1 Health Gauge - Circular. Loss of health is granular. Abilities- Four indiscriminately colored squares. Iteration 2
Health Gauge- Loss of health is now sectioned due to health point calculation restriction. Abilities- Each ability is now a fourth of the circle for aesthetic consistency. The top ability is the strongest ability and is largest to denote its importance. Its color is also now red to reinforce that. Pink's saturation has been toned down as it was previously too strong. Iteration 3
Abilities- Selected abilities are animated to enhance feedback. When unselected, abilities are mostly transparent, but once selected, they flicker while highlighted for half a second, then remain highlighted. Post-Mortem
Skills Exercised
What I Would Have Changed
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