![]() The prototype stage is essential for every production in creative development. That is why we had many concepts ready for Punk Wars - and here are a few of them: It is also vital for every game to have a good logo. That is how our first idea of marking action targets looked like: It was also very important to find the correct way to light specific hexes in order to give you important information - such as which hex is currently selected. Here you can see the first version of Steampunk's UI and event pop-up window: But at the same time we believe it was totally worth it as each faction will give you a different gameplay experience. We decided that in Punk Wars every faction will have its own exclusive UI, for that very reason we had to spend much more time and resources to design the user interface properly for each faction. The UI Designer has to find the sweet spot, where the UI is clear, looks good and is functional. UI design is an extremely complex and time-consuming task. Below you can see how one of our in-game arts looked like at specific stages of the process:ĭevelopment of the UI and other graphical elements and then the first version of the 3D model is created on the basis of the concept art:Īfter the changes based on the proposals from the whole team are made, the final model of the Exterminator is ready:Īnd it can make its way straight to the game! Of course with added animations, visual effects and stats:Įvery art that can be seen in the game was hand drawn by the team of our artists. Without continuous tracks, but on three or four pairs of wheels."Ī concept art is created on the basis of this description. Front of the vehicle just like in a classic Ford, with an addition of heavy armor and a gun-turret. "A mix of a small and old tank with a typical vintage car. The draft of unit’s description is created on a basis of unit’s purpose. This lowers both the defence and movement speed of adjacent units.
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