Visualizing presentation


Although I'm decidedly not going adventure game/point-and-click with Carmen (anytime soon, at least), I figure I should at least bear in mind having some kind of UI for presentation's sake. So I spent a good chunk of yesterday looking at that, realizing I can't go David Carson/Ray Gun with it, and weighing various grunge-inspired color palettes and visual elements against being too jarring/drawing attention away from the text.

Since the player takes on the role of the "gumshoe" (criminal justice major) in the game, subdued and hand-drawn simplicity seemed to work for the elements. After putting together the mock-up, I also toyed with moving away from completely drawn rooms to collaged and drawn-on rooms, more in line with what I saw in student-run arts&lit magazines back in the day. I like the result, but I'm not committed yet to completely redoing all of scenes. Yay for CC0, though! Six photos for the parking lot scene and two for the UI.

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