Wednesday, December 22, 2010

Shout-outs Galore

Here are a very small handful of shout-out pages I designed. The colour design to make things more child-friendly is always a challenge since I don't ever want to recycle through what I have already used (and kids would totally pick that out). It is all about originality!
Some of the colour schemes are more dessert-driven. As I remember being incredibly inspired by lollies and ice creams when I was growing up. And I still am.

Tuesday, December 21, 2010

Updated Scenes

There are updates of the old scenes as well as the introduction of new scenes, so I hereby dedicate this post to all of the updated + new scenes.
Bridge Crossing with a few added games
Interior of Last Cafe - a few things tweaked and removed
Interior of the Museum - added extras and new buttons 
Interior of Club House with a few new games and a few old games removed
Dino Town - Central district for announcements and news
Interior of the Diner - added game of the Rock Band and a few tweaks of other buttons
Dino Mart is where we sell everything. This place is constantly updated   
M.O.T - A new vehicle town for both boys and girls.
Level 1 of M.O.T is now full of car games (woohoo!).
Level 2 of M.O.T now has direct shortcuts to buy new vehicles!
Pet Zoo - also a new scene to enquire about our new products "pets"

Wednesday, December 1, 2010

Front Page Website

I was asked to design a front page for the Dinosawus website. The expansion of the virtual world wasn't quite portrayed by our old design. Here are some concepts.



And the final - with the help of our design employees (Frederick and Zcarina), we were able to speed up and finish the swf animation for our website. Hurray!

Sunday, October 31, 2010

Character sheet

Here is a giant character sheet of most of Dinosawus characters onboard.

Saturday, October 30, 2010

Game Shell

Game Shell interface is newly designed to play the mini games in.
We felt it would be fun to make it look more retro and old school. Much like those 80's arcade machines.
The colour scheme is a little different. Much cooler than my usual warm and lava-felt colours. Just to give the players a little break from the warm virtual world. And also for the sense of being in another environment (even for a short period of time).
I'm happy with the simplicity of the design, which is always harder to achieve.

Thursday, October 21, 2010

Splat - Final

After obsessing over every little detail for this multi-player game, it is finally finished. Kudos to our programmer who spent sleepless nights trying to make the right decisions to make me happy.
Here is the more improved game play scene of Splat (with some detailed clutter):

This is the shop interface where you buy more weapons to destroy your opponent with:

And where would we be without instructions? Nowhere! That's where.
For this splash design I really didn't want to fill it with text. So it is kindly animated for the viewers' convenience:


And the animation graphics! This brings back painful memories of working countless hours.
The old version (and plenty more hours spent) can be witnessed here
To explain briefly about the visual idea behind this game is humorous action. I personally only enjoy games that show a bit of sense of humour. So even with a good game, I wanted to make sure the graphics alone could entertain the audience.
Also, there's nothing wrong with making it look timeless since we're keeping in harmony with our steampunk theme.

Tuesday, September 14, 2010

Map - new

With new buttons + new locations

Friday, June 18, 2010

Friends Interface

Among many interface designs I was asked to design, this one took me the longest.
Usually the concepts begin as we are still trying to figure out what we want, so it's a never easy task.

These couple of images are what I had in the beginning


And once I have basic designs laid out, we start to add more functions which need buttons/ and other visual elements.
And voila. Here's the final. The yellow circles are masks to where the avatar faces appear.

Wednesday, May 12, 2010

Leadership Board

Another interface design. This one was for the game players, and to glorify their top scores.
Leadership Board

Leadership Board - Stats pop up
Since the idea for the Leadership Board is somewhat to do with marketing, and raising the awareness of what's available on Dinosawus, the design needed to be bold, and exciting.
Both interface designs are strongly influenced by old-fashioned circus tent & atmosphere.

Friday, April 30, 2010

Home Menu

Ethan is our talented game developer/ web designer.
As he was busily updating our website, he urgently needed some buttons for our home menu. We both felt the all the website pages needed the look and feel of the virtual world. So here are some primitive buttons I designed (and keep using).

Friday, April 16, 2010

Adventure 4

This is a cheat sheet for Nathan, our programmer to place the graphics in the scene.
The graphics needed for each Adventure are constantly updated and edited to fit the script, so here is Adventure #4.

Tuesday, March 30, 2010

Medals, Medals And More Medals!

I never got a chance to go back and finish this series since more interface designs needed to be done.
But this is a series of medals designed for the Player Menu.
We wanted to reward the players for the games and activities they attended, so this idea came before the stars and Lucky Wheel.
And here we have a pop-up design for medal achievement announcements.

Saturday, March 20, 2010

Lucky Wheel

This is another very quick and small interface design.
It was a spin-the-wheel prize giving window that pops up when you've gained a few stars (achievements from games, activities, trivia...etc).
Here is a link to an image you get every time a player earns a star.
This particular design needed to be simple, fun, but not overly overpowering (since the website is already so colorful). The colour scheme remained the same as the Player Menu to tie them together.

Friday, March 19, 2010

New Dialogue Box for a New Star!

The membership launch is getting closer and closer.
This is just another dialogue as a transition between 2 interfaces.
Sounds much more complex than it seems.