Hello community, in this topic I will not write what the menu is and all its components, for that, there is another blog on this topic, we will talk more about the game menu that I developed for my project VR_110423.
An example of a game menu
Concept
First of all, I started the concept, for myself I made such a habit a long time ago, everything that you want to implement, first you do it at a high level of concept, through flowcharts, drawings on paper, etc., considering first of all that you will need to develop and what not.
This way I will see the picture and all the details I need.
In the picture below you will see a sketch in which I modeled the scene for the menu. Our character is standing on a cliff in the middle of the desert, I initially want to convey such an atmospheric composition in the frame
The concept of the general vision of the scene menu
Composition
Next, I proceeded to prototype the Main Menu of the scene. For the prototype, we need shapes and composition, camera distance, angle of view, and so on.
During development, I found the ideal distance from our eyes to the character, it has a little more than 4 meters.
The maximum in development that we can count on at this stage is Blocking out, aka GrayBox or Whitebox.
Composition Game Menu
Prototyping
Next, I started to prototype the Main Menu of the scene. For the prototype, we need shapes and composition, camera distance, viewing angle, etc. The maximum we can count on in development at this stage is Blocking out, aka GrayBox, Whitebox.
Blocking out 3D Game Menu Scene
UX - Prototype / Design
After I set the composition in the frame, I started developing
UX, or rather to prototyping and then to the UX design of the main menu.
We will not talk about UX terms, there is also another topic for this.
Each game menu is individual, this is the first cover that meets the player in the game without taking out the context of the meaning.
This also requires experience, thanks to Google for their UX Design course, which I completed a long time ago, it was my first experience with UX, now it will come in handy for me.
I used "Flat Design", outside the window of the 21st century everything comes to minimalism and simplicity. So do not judge strictly ... =)
Let's see what I got
UX Design Game Menu
Settings of the game in the form of tiles, an interesting approach to such implementation, isn't it? Where each section leads you to the setting you need, this does not violate the basic principles of UX Design - Accessibility and Usability
UX Дизайн меню настройки игры
Summary
In sum, we can see the result of the development of the prototype of the main menu, let's take a look
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