Chronos design images

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CHRONOS DESIGN IMAGES

Nicholas Craig Lead Level and UI design (Final Project)

CHRONOS TITLEThis here is a nice before and after shot of the development process. Early on the title just kind of stayed and looked a bit bland. Near the end though it went through a bit of a change for the better and now looks how it does today.

UI DESIGNThis is an image of how the UI works in Chronos. The bottom left bar lets players scroll through items found in the world. The center is the dialogue tree. The reticle is in the direct center, while a timer rests in the top right. As it gets closer to time running out it gets bigger and flashes red. On the bottom right is the notifications panel which tells players what the most recent things are that they have done.

GAME WORLDIn a quick nutshell here is an overview of what the game world looked like. It is a space station so symmetry is the design choice that I made here. While each room itself players traveled to was different at any point when you look out a window it feels like you are in a semi circle station, which helped people find their way around and feel at home.

BUNK ROOMThis is the room the player starts in, and is the reset function throughout the game.

LOBBYThis was the area in which players could talk to the AI, along with an elevator slightly behind that barred area in which to travel between the three floors of the game.

HALLWAY AND CRAWLSPACE

The top picture shows the hallway created to travel between all the rooms on each floor. It continues to show the symmetrical design in the space station, including the glass style floors.Below is one of the crawlspaces needed to travel through after using a screwdriver on a grate. Some crazy bugs happened here with colliders and game objects at points but in the end it was a nice addition.

REC ROOM AND REST ROOM

The rec room pictured above held one of the first puzzles teaching players

how to use items which required speaking to an npc to receive a key. The restroom itself below held an optional puzzle that was not fully completed dealing with someone

locked in that closed bath room stall.

CAFETERIAThis area held our final puzzle on the first floor. Players would speak with the npc on the other side of the counter to gain access to the room after going through a crawl space. They had to go through dialogue hints from the npc’s who were hungry to find the correct food given from the machine pictured behind. This granted access to floor two..

AIRLOCKThis was the central puzzle to be solved within floor two. Players had to keep their oxygen meter up while solving a typical light puzzle as seen here. The goal was to make players turn all the lights green to reset the oxygen.

MED BAYThis originally had a puzzle to solve where players had to combine the right ingredients to fix the stomach flu of a patient. Due to our short time it was scrapped but the room design was kept to keep the right flow in the game.

GREENHOUSEThis is my favorite looking spot because it let me create something a bit different while still matching the overall feel. The goal here was to solve the water coming out of some of the piping.

COMMANDThis is the final room in the third floor. There is nothing here other than to hit a switch to finish putting the space station back on course and complete the game.

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