Screen Flow Development Process
For the first mile stone, I worked to complete a rough screen flow, using google drawings, and prototype, using moqups, for the Binary Biters.
I began with looking at a few references including the Angry Birds web and mobile game, Tiny Wings, and 'Dillo Hills.
For screen flow process, I read up on a few articles and looked at previous examples including:
- http://www.slideshare.net/unthank/game-design-2-menu-flow2011
- http://www.paladinstudios.com/2012/04/23/the-8-step-guide-to-interface-design-for-iphone-games/
- https://www.digipen.edu/fileadmin/website_data/gallery/game_websites/Eviction/FlowChart.htm
To better visualize the game as a whole, I first created a basic moqup:
I then moved into creating a more efficient/usable screen flow that matched the programming team a bit better.
I problem solved further to better match the programming team's expectations and created the above google drawing.
Editable Link:
The next stage will be to present this to the team as a whole and work out flow errors or kinks. We will also form a solid plan for amount of cutscenes and how the cutscenes will be integrated.


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