Jeff Hangartner, the founder of the gaming start-up, Bulletproof Outlaws has been a professional developer of games over the last half a decade. Creator of Pixelation, the 1st Pixel Art Forum and also originator of the Pixel tutorials which have been published in the form of a book. Jeff has always been a pioneer of the gaming industry.
CG Today is proud to present Jeff’s exploration as he shares the whole process of creating a start-up right from day 1. With the belief that gaming development is coming back to its original “one programmer in the basement roots” idea, Bulletproof Outlaws is chronicling every step of its start-up process from strategies, to marketing, setting goals and outsourcing, successes and failures. The aim is to help other developers who have ideas but are intimidated by the whole start-up process and are not sure how to go about it.
You can visit his website Bulletproof Outlaws to know more about him or send an email to get connected.
Next up is doing up some menus. I’m pretty bad with interface/HUD design, it’s not something that comes easily to me, so like with the HUDs, I just kind of mock a bunch of different ideas up and then pick the one or two that aren’t super horrible and flesh those out and decide from there. Fortunately because I did the HUD design first, I have a general theme with the blood streak and using reds/yellows, so I’m pretty keen on having the heading be a word (Menu, Options, etc.) on a blood streak to match the “READY?” streak in the last mockups, thus I’m mainly designing how the options themselves will be displayed:
I’m digging the scroll background, and it was kind of the idea I had in mind from the very start because 1) it looks okay, 2) it’s very quick/easy to make, 3) it’s versatile, VS a menu that’s an image of a room and if you tap the throwing-star it does one thing and if you tap the sword hanging on the wall it does something else, etc. which is graphically intensive and each menu would need it’s own detailed image, and 4) I can have some fun with the animations, having the scroll unroll with options and roll them back up only to unroll with different options when you switch menus, etc. and it’s all pretty much just sliding the ends around and scaling the middle chunk of flat scroll.
The final look is probably going to be a lot like the middle-left one, because I want to avoid having arrows and a scrolling list just because that’s more work on Derek’s end programming. It’s way easier if all the options just fit on the screen from the start.
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