TASK NUMBER ONE: USER INTERFACE

INDIVIDUAL TASK

SUPER MARIO KART

Download the two screenshots below from Super Mario Bros and Super Mario World, and identify the various elements that make up the Heads Up Display and User Interface. Describe the choice of font, colour, position and visual style and for each element (score, time, etc) explain why you think the designers chose to implement those particular style choices.

When you have done that, mock up in Photoshop a dummy view of the Heads Up Display and User Interface for your own game. Annotate the image in a similar way to your Super Mario screenshots. These are individual tasks and should be completed independently,

Level Beat Chart

To help plan for the creation of your level you must create a beat chart - this is an individual task - so one each.

A Beat Sheet is the "road map" for the LEVEL so all the various elements that will make-up the playing experience.

This is an important document so try to do the following:

Providing context for your response the headers - so if it is set at night, why is it set at night.

Include concept art to illustrate your ideas.

Be specific - what shades of colour to produce what effect? What is the tempo and tone of the music and why?

PUT EFFORT AND CARE INTO THE PRESENTATION - produce it in Word or Pages to make use of their formatting tools, then upload to your blog.

FINISH FOR HOMEWORK.

UNIT 08 - IS YOUR COVER FIT FOR PURPOSE

A good magazine should have the following qualities.

1) Be recognisable - those familiar with the brand should be able to spot it easily.

Key for LWL is the position of the masthead and the bar code. That is the key structure for a LWL cover. Other is a stylised portrait with eye-contact. Does your mag have this?

2) It should be emotionally irresistible by the appeal of the main image - does your image generate an emotional response?

Not all mags generate an emotional response but is your image striking? How does it represent the character - are the heroic, fragile, scary, beautiful? And what impact does that have on the consumer?

3) Magnetic and curiosity arousing - to pull the reader in.

LWL lies cover are curiosity arousing as they don't look like other movie mags. It is not obvious what they are about. Also they present relatively well known film characters in a stylise and unique way so there is a certain allure to the magazine, something enigmatic about LWL.

4) Intellectually stimulating - promising benefits.

LWL promises "Truth and Movies" which is an enigmatic and powerful blend. There is the suggestion that this is a fresh and unique look at movies from the 'fresh and unique' treatment of the magazine. The benefit promised is real care about films and a carefully crafted mag.

5) Efficient and easy to scan - introducing your service and making it clear.

Can you read your font? Can you recognise the character from the Hunger Games? Is it clear what this LWL issue is about?

6) Logical - makes sense as an investment.

A tricky one this - is LWL a logical investment? Or one for a niche audiences? Or a luxury purpose? It offer opinion and news but all this could be access via the internet - so this offers passion and sophistication. Perhaps only a logical choices for a select few.

Use each criteria as a header and assess if you magazine is effective as a Little White Lies cover.

To illustrate this post Photoshop your final piece into this image of LWL magazines 



UNIT 08 (Illustration): STRENGTHS + WEAKNESSESS

Consider each of the following areas:

  1. Portraiture & Likeness : to what extent does your illustration resemble the character in the film?
  2. Composition : How does your design work on the page? How well do you use the space on the cover?
  3. Typography : Does the text fit with the design and the theme of the film?
  4. Colour : How does your choice of colour palette work in terms of colour theory and / or the iconography of the film?

For each area, try and identity one aspect of your design that you feel was successful (an aspect of the likeness; the size of the type, etc.) and one thing that could have been improved (background texture, font colour, etc). Give reasons both for these positive and negative outcomes, and for both consider how they could either be improved, in terms of the weaknesses, or developed even further in terms of the strengths.

Illustrate you evaluation with details from your design.