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.