At this point i know the basic shape design of the assets and the layout of the graphic overlay.
Before paper prototyping i want to develop the design and the size of the assets, below are some of the sketches i made during this asset development process.
designing the sizes, shapes and placements of some of the assets (non constant asset- player stat box)
Through out the designing process i brainstormed transitions and movements that would be appropriate with the footage and events on screen, whilst suiting the shape, size and priority of the asset.
The final layout, assets and animation/transition ideas for my first full paper prototype.
Below is the link to my first full paper prototype, from here i can see what does and doesn't suit, what id like to focus on more and what to prioritize if i have to exclude any features further into this project.
Paper prototypes are useful when working on certain projects, although as a design student focusing on animation and illustration im more familiar with software than art supplies, i dont like the idea of wasteful use of paper so i avoid them whenever possible.
This project would be one of the few exceptions, this prototype will allow me to quickly test and develop a larger amount of assets and layouts than most software would.
Paper prototypes have many purposes, they can not only help you develop and decide on layouts and assets but it allows others to understand your ideas easily and give you feedback.
This quick video will come in use more than sketches during the next class discussion.
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