GENERAL INTERFACES OF SOME OTOMES
Let’s analyze the general interfaces of a set of otomes that handle a similar menu and interactions.
Let’s analyze the general interfaces of a set of otomes that handle a similar menu and interactions.
The sources of ideas to create a video game logo are diverse. These should be closely related to the game to provide an idea of what to expect. To prove it, this time let’s analyze the logo of “Code: Realize”, where the protagonist is the main inspiration.
Cover image: Christmas vector created by Creative_hat – http://www.freepik.com I’m really very happy because this is already my second Christmas
A video game has all kinds of interfaces. Therefore, in this post, it’s decided to present an analysis of the interface of the JRPG battle screen “Ni no Kuni: Wrath of the White Witch.
read more NI NO KUNI: WRATH OF THE WHITE WITCH – BATTLE SCREEN INTERFACE DESIGN ANALYSIS
Designing a character requires investigating everything related to the theme of the video game and taking it into account to create characters that flow with the story and that provoke a feeling. The otomes are no exception, so this article presents an analysis of the characters of “Nighshade”, since they are shinobi affected by the Tenshō Iga war and that live the end of the Sengoku period.
Since Castlevania is an action-adventure, gothic horror video game, its logos have the features of some “Gothic” script or typeface, reminiscent of the video game genre. This makes it interesting to do an analysis of these logos.
The dialog box conveys what characters are saying and it’s a UI element the player is going to see over and over again. That’s why its’ design needs special attention.
The inspiration for creating an interface can come from multiple parties. A great example of this is the Tales of the Abyss menu screen, because it’s like a postcard.
In recent years, my obsession to acquire Art Books increased, so now I have a small collection of them. This made me observe how each book has a different utility. So, I want to talk about them to help the Art Books lovers as me to decide what to buy according to their needs.
For enjoying a video game, the player has to feel immersed on it, and that’s why its creators have to work in each component that forms it. Some of these elements have been discussed in this blog, however it’s time to add another visual item to the analysis list: the World Map.
The last part of the series of the design of the five main male characters of “Code: Realize – Guardian of Rebirth (コードリアライズ Code: Realize ~創世の姫君~)” is finally here! The energetic and carefree Impey Barbicane is the one who has the honor of completing this series.
read more CODE: REALIZE – CHARACTER DESIGN ANALYSIS (PART 5)
Let’s analyze how a logotype can communicate a little about the protagonist, the game mechanics and the story. All this in just one image!
Now is the turn of the enigmatic Count Saint Germain that not just hide many secrets in this Otome, but also there is much speculation about his real life.
read more CODE: REALIZE – CHARACTER DESIGN ANALYSIS (PART 4)
The series of the design of the five principal male characters of “Code: Realize – Guardian of Rebirth is going to continue. This time is the turn of the handsome “Human Weapon” Abraham Van Helsing.
read more CODE: REALIZE – CHARACTER DESIGN ANALYSIS (PART 3)
For this occasion I decided to take a little break from the series about the characters of “Code: Realize” and talk about the game that is somehow the culprit that I start writing this blog: “Mystic Messenger”
The time really flies, I created “The Picky Champy” in May, and we’re already in December, one week away from Christmas and two from New Year.
Victor Frankenstein belongs to the literary world as the main character in Mary Shelley’s 1818 novel “Frankenstein, or, The Modern Prometheus”.
read more CODE: REALIZE – CHARACTER DESIGN ANALYSIS (PART 2)
“Code: Realize – Guardian of Rebirth” is an Otome inspired in the steampunk culture and the characters came from literary and historical figures.
read more CODE: REALIZE – CHARACTER DESIGN ANALYSIS (PART 1)
An icon is an image or symbol that represents a concept and, inside JRPG video game, these are very aware inside the main menu.
Final Fantasy Tactics (FFT) is considered a jewel in the video game world.
Ōkami is a game inspired by the Japanese watercolor and wood carving art of the Ukiyo-e style.
Amnesia is a Japanese visual novel series developed by Idea Factory and classified as an Otome game. I’m going to centralize my article to the first one, entitled “Amnesia: Memories”.
After reading a lot of walkthroughs and with a little of luck, here it is, the detailed guide to obtain the 3rd Ray Bad End.
I recently finished one called “I am Setsuna”. I decided to play it when I read about how it was inspired in “Chrono Trigger”, one of the best games I ever played.
On this occasion I’m going to talk about the Otome “In Search of Haru: Sweet Love Story”.
read more IN SEARCH OF HARU: SWEET LOVE STORY – INTERFACE DESIGN ANALYSIS
For this article I decided to write about the interface design of the Otome “Bad Apple Wars”, considering how it was made on the basis of the logotype.