Conceptualizing the lobby
- by Rachael Hosein
Now that we’re putting the finishing touches on the Desert Sands environment, we’re moving into creating the lobby, or main entry point, for the game.
The entry of the game had to fit with the theme - An explorer going on expeditions throughout the world. After brainstorming a few ideas, we came up with the concept of starting the game in your study, where you plan out your expeditions and keep all the relics you’ve acquired during your travels.
Next came figuring out the flow. We really wanted all of the options to feel like they are part of the room, so we figured out ways to integrate them into objects around you. We also didn’t want to get too clever with how we presented the options since the obvious choice is usually the best.
Since it felt natural for the environment selection and tutorial section to share the same space, we plotted the flow for the user.
The visual representations of the options came pretty naturally. We decided on an actual map for the environment selection.
The exit option will be the door leaving the room and the controller and sound options presented on a panel beside the door.
The credits shown as images hanging on the wall.
Now that we have our plans in place, it’s time to start solidifying the art direction and get into modelling!