Journal Category
For a university, third year group project called 'Vanity', we needed to visualise how both our main character's dialogue and selection of inventory would display within the two-dimensional space.
Here you can see that we were contemplating either a bland 'stock-standard' approach, or a tailor to the character approach for our character's dialogue. While using a monochrome interface for the scroll and fade inventory system, with the intention for it to 'pop out' to the player.
The credit for the environmental background goes to Lysander Sky Wilkins, who was lead in environment design for our project, 'Vanity'.
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