Introduction
In the early stages of THIS IS NOT A DRILL's development, our team lacked a dedicated artist. And even though I am a programmer by trade, sometimes you need to wear many hats while working on a small team. So just like in my side project Help Me, I'm Upside Down, I stepped out of my comfort zone of code in order to gain broader experience in other disciplines of development. So even if much of much of the game's UI eventually changed to a 3D style when our artist joined the team, I want to step you through my process of creating the first working prototype of what would eventually become TINAD's User Interface. Much of the prototyping work was done using Figma, followed by a recreation of the assets in Adobe Illustrator for exporting to the project.
Step 1: Sketch
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Step 2: Wireframe |
Step 3: Coloring |
Step 4: Detailing/Finalization |