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Looking for feed back on work

by Channa Langley · in Game Design and Creative Issues · 09/21/2005 (10:33 pm) · 9 replies

I am posting some images here hoping to get some feed back as I am an aspiring GUI artist and would love to have some constructive criticism.

gilchrist.razedskyz.com/GUIs/guipics/book1.jpggilchrist.razedskyz.com/GUIs/guipics/book2.jpggilchrist.razedskyz.com/GUIs/guipics/book3.jpggilchrist.razedskyz.com/GUIs/guipics/book4.jpggilchrist.razedskyz.com/GUIs/guipics/book5.jpggilchrist.razedskyz.com/GUIs/guipics/ghost1.jpggilchrist.razedskyz.com/GUIs/guipics/ghost2.jpggilchrist.razedskyz.com/GUIs/guipics/ghost3.jpggilchrist.razedskyz.com/GUIs/guipics/ghost4.jpggilchrist.razedskyz.com/GUIs/guipics/ghost5.jpggilchrist.razedskyz.com/GUIs/guipics/ghost6.jpggilchrist.razedskyz.com/GUIs/guipics/ghost7.jpggilchrist.razedskyz.com/GUIs/guipics/ghost8.jpggilchrist.razedskyz.com/GUIs/guipics/space1.jpggilchrist.razedskyz.com/GUIs/guipics/space2.jpggilchrist.razedskyz.com/GUIs/guipics/space3.jpggilchrist.razedskyz.com/GUIs/guipics/space4.jpggilchrist.razedskyz.com/GUIs/guipics/space5.jpggilchrist.razedskyz.com/GUIs/guipics/space6.jpggilchrist.razedskyz.com/GUIs/guipics/space7.jpggilchrist.razedskyz.com/GUIs/guipics/space8.jpg

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#1
09/21/2005 (10:36 pm)
Holy crap that's a lot of images. You might want to consider cutting down the number of pics, especially since they're largely similar.
#2
09/21/2005 (10:52 pm)
I have changed jpegs instead now to cut down the images and the reason behind the multiple images is I was doing the multiple screens for each GUI, also was wondering on the flow of them thus posting all the screens I have done for each theme. But I can but some out.
#3
09/22/2005 (12:51 am)
These are clean (which is good), but they also don't take any risks. The main menu is on the left, sub menus are directly next to it. It's all very predicable. I would spend time looking at other examples of design. Print, retail space, etc. Something besides digital. It's easy to fall into a way of thinking like "this is how a website looks" or "this is how a gui looks". Looking for inspiration outside what you're working on is a great way to get radical new approach.

I just picked up a new design book called "touch this" by Scott Witham. Its about design for things that have tactile, physical properties. Its an awesome book, but as it turns out, it also might be what the doctor ordered. Take a look if you can find it a local bookstore.
#4
09/22/2005 (3:28 am)
Your work is very good. In my opinion, the point of a main screen GUI is to convince the user that they are interacting with what you make...not a computer. Here are some things I like and some things you could think about improving.
Likes:
-I like it how there are three papers, but when you select one of the options a paper comes out and there are only two. Very slick.

-I like how you use the ghost as a decoration, but when they select an option it becomes the border which contains the sub-options.

-The metal on the letters for "VOID" are very clean. I don't know if you used a plug-in or did it yourself but it looks nice.

Suggestions:
-The wood on the first set of pictures draws too much attention, and repeats without any noticable deviations. Maybe you could change the hue and darken it a bit. A suggestion might also be to add some changes in the pattern.

-The selector you use on the ghost pictures (the ghost blob) is a good idea, but it seems to cover the text too much. Maybe you could make the text a bit lighter when it's selected.

-The void pictures are just that. Maybe you could add more asteroids or a space ship or something. It needs to draw the players attention when he turns on the game.
#5
09/22/2005 (11:27 am)
I have the pleasure of working with Channa on my team, shes our gui artist and a great game/graphic designer and artist...

I'd agree with Adam's points, something a bit more out of the box on some of those would be nice, I think the first two work well with the straightforward theme, maybe something a bit more interesting in Void (though what is there looks great, seems to be lacking something)... maybe something a bit more to that. (You have me intersted on that book Adam lol... I'm more of a programmer than a designer, though I think I'll pick that up out of interest).

@Teromous: Some great points, I like how you detail what you like and don't like and why, really helps, even for onlookers who can evaluate the same points in their work.

@Channa: Glad you posted this up, great work, hopefully with this input and maybe some more you can do even better.

EDIT: What I'd really love to see is some of your 3D models in some GUIs :)
#6
09/22/2005 (11:35 am)
Well thanks all for your input and I will definately take it all in to account, been a bit concerned about putting my stuff up here, but glad to get such great input and I will be working on your sujestions and posting more as I go, to hopefully keep getting your input so I can expand my ablities. Thanks guys
#7
09/22/2005 (6:38 pm)
I think they look quite clean as everyone else mentioned...the only thing that really stuck out at me is the highlighting technique you used in the first set: It looks like you are "crossing out" the selected option instead of highlighting, and it gave me a wierd feeling to be looking at a sub-menu of options of something that appeared to be crossed out, or activated. Instead of drawing a line through the option, possibly it could be using a different font, or some other form of highlighting?
#8
09/23/2005 (7:09 am)
Thanks for your input to Stephen, It really helps you have the feed back and suggestions, with the book one I was going for the look someone was crossing things out, but I see your point. I will edit that and thanks again for the feed back, much appreciated and I will post the edited version when they are done though these may take a bit as we are right in the middle of our final class and the process of finding where we are going form here, but have been working on these and other ideas as I go as much as I can love this stuff, anyway thanks.
#9
09/30/2005 (6:32 am)
Ok, If I am to be honest then first I have to apologise if you will feel bad about my opinions. Having said that:

-Interface with books and papers- The best out of all thre I'd say- most interesting composition, good idea and key elements well visible BUT- they are way too clean- I mean- materials for 3d models. No stains on otherwise rugged paper, black ink and reapeatable pattern on surface of the table. Idea is good but I'd say- use more textures and add some more detail.

- Ghosts- too monotonous- with very similiar contrast levels there is nothing to stop an eye from wandering. I understand it's ghostly and fits in mood really well but unfortunately it makes entire composition blend.

- Void- That's one I personaly dislike. All key parts are in place but they are not particularly attractive by themselves and pushed to left side of the screen just to make space for this white rock which hardly helps with compositon and does not tell any story.