Creating a storyboard

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First of all: a good screen and interaction design is not created within a few minutes. It takes time to think about the overall design and, after that, about numerous details that are all of high significance.This blogpost refers to the process of creating and developing a storyboard, as well as to the interaction design of "tba". It deals with the trial from first scribble to the final digital screen and describes how the storyboard of "tba" was developed. Moreover, the design idea behind the game in general is specified.

The design process


Manual scribbles



In the case of "tba", first of all, scribbles drawn by hand, we're created. These scribbles show the first idea of the potential screen design the game will offer. Furthermore, for better comprehensibleness, explanatory details were pointed out.

Wire-Frames



After this manual design step, so-called wire-frames, which are important in terms of user interface design and, as a result of that, user experience, formed the next step in the design-process. Here, the first design-idea, which was elaborated manually, was picked up and "converted" into a first digital black and white-version.

Final Screen



Based on that, the final screen was worked out, including map colors selection and specification, design-orientation in general - which was in the case of "tba" flat design - and further aspects e. g. interaction concerning the overall screen.

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