Tuesday, March 24, 2015

Rough UI Kit



UI Kit Mock



Font: http://www.dafont.com/nightmare.font

The menu assets and UI style should be fun and quirky. The chosen font is a uneven, cute, and fun, but still readable. Some of the elements may be mocked to match the monsters in the game. As in, using one of the creatures for the slider bar.

Sunday, March 15, 2015

Mocking Up The UI


Learning Unity UI


Learning to Create UI in Unity


I began with some basic introduction videos to unity, to get a feel for the program. I then began following a tutorial to set-up a few basic buttons. These flicker when clicked. I learned the basics of customizing the preset UI assets already embedded into Unity.


Tuesday, March 3, 2015

UI Kit Research

Free UI Kits and References

There are a few free UI kits that might be a good starting point for our game. I looked on behance to discover a few different brain storming points.


https://www.behance.net/gallery/10482323/Basiliq-Freehand-UI-Kit



https://www.behance.net/gallery/22402201/Free-Combination-UI-kit


http://fribly.com/2013/05/25/human-after-all-ui-kit/


https://www.behance.net/gallery/UIUX-Flat-Design-Kit-Neon-Theme-FREE-PSD/8686783

Interface References











Binary Biters Contract 
(Revision: 3 March 2015) 


For the project I intend to: 
  • Design and tailor the UI/UX layout and create a UI Kit, matching visual art style 
  • Coordinate with the UI/UX developer to implement designs and problem solve constraints 
  • Help to create/design audio assets to create a coherent and pleasant experience 
  • Facilitate weekly group meetings and coordination with our mentor, Gracie. 
  • Keep the group motivated and productive 
Major Mile Stones: 
  • 2/5/15 (Initial Working Prototype) 
  • 2/26/15-Fully functional rough UI/UX 
  • 3/24/15- A more formal Screen flow, rough UI-Kit, Screen asset production 
  • 4/9/15- Sound Library Research, more asset production
  • 4/30/15- Finished sound and interface implementation 
  • 5/7/15 (Final Deliverable) 
These objectives will alter based on development and team needs. 

I will flex as necessary to push production forward.