Radial menus can be very useful, so let’s see what they are and how some video games decided to use them.
A little Christmas and New Year message.
The third and last part about the design of the icons of the classes and jobs of Final Fantasy XIV. I hope you like it!!
Here is the second part about the design of the icons of the classes and jobs of Final Fantasy XIV. Enjoy it!!
Final Fantasy XIV is an MMORPG that has the characteristic of having an Armory System that allows determining the player’s character class according to the equipped weapon. For this reason, icons were created that allow to quickly identify each class and job. So, this post will analyze the design and source of inspiration for each of these icons.
Designing a video game logo is a difficult task, especially when there are requirements that go beyond the representation of the game itself. One of them is when the same logo needs to work for sequels or spin-offs. To achieve this, designers must implement various methods. One of them is used in the logo of the otome “Ephemeral” and that is why this post will analyze it.
Here’s what you asked for! The walkthrough to get the Ray Bad Story Ending 2!
The graphic design of a video game not only involves characters and interfaces, there are many other elements to create to achieve a better experience for the player. Let’s talk about one of them: flags. These are necessary when there are cities, states and military organizations in a game. This post analyzes the war flags of the three Great Companies from Final Fantasy XIV.
OZMAFIA!! (オ ズ マ フ ィ ア) is a video game mainly inspired by the children’s books of the Oz series written by L. Frank Baum. Therefore, this post will focus on the analysis of the design of the three OZMAFIA!! characters that were inspired by these books, that is: the Lion, the Tin Woodman and the Scarecrow.
The cursor is an essential graphic element in video games since it is responsible for echoing the movement of the joystick to be able to select objects, perform actions, etc. Therefore, this post will analyze its evolution within the JRPGs.
Suikoden is a JRPG with a world whose gods are known as the 27 True Runes. These runes have interesting representations that will be analyzed in this post.
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.
I really am very happy because this is already my second Christmas and my second New Year with “The Picky Champy”.
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.
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.
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.
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.
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”.
“Code: Realize – Guardian of Rebirth” is an Otome inspired in the steampunk culture and the characters came from literary and historical figures.
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”.
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.