Designing Health
As a group, we knew from early on that we wanted to
implement a similar health system to Amnesia. We too wanted the player to use
their inventory to discover a context sensitive sentence which would inform the
player, vaguely, how injured they are. This sentence wouldn’t direct the player
to use health items, nor would it have a guide on how badly injured the player
is, it would just vaguely reflect the amount of damage taken from hazards in
game.
Knowing this, I realised I needed to design the
illustration the player see’s in their inventory. Having designed rough
inventory layouts I knew roughly what I wanted. A small illustration which
signifies health. I knew I wanted a heart but I didn’t want to directly copy
amnesia. Having done some basic research on hearts and health metaphors/symbols
I came up with the idea of using the heart as if it were a body. This body
would have to portray life, which lead me to bones.
I knew the shape had to resemble a heart so I cleverly
designed one side of the illustration as a realistic heart and the other half
as a curved rib cage. This implemented my “heart and bones equal life” concept
and gave the metaphor for health its meaning.
#1 - Basic Heart Shape
#2 - Shading & Defining Areas
#3 - More Shading and Defining
#4 - Heart Finished, Ready for Rib Cage
#5 - Practising Heart Shaped Rib Cage
#6 - Applying Rib Cage to Design
#7 - Shading the Back of the Rib Cage
#8 - Final Outcome - half heart, half
rib cage in the shape of a heart
No comments:
Post a Comment