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Style guide for interaction design 

Welcome to my Art bible this art bible showcases the styles in which interactable within my game should look, this will cross over with other pages I have already completed and may repeat itself (especially UIX design and mechanics designing). The main interactable in this style guide will interactable related to my 4 different mechanic types that I have designed on the major foci page of mechanics design. 

Art style

Mood board

This game is a very low poly experience of anxiety with levels and elements changing a lot in order to portray different triggers/persorption of anxiety meaning that this style guide doesn't give just one simple design for an idea but a different design idea, colors etc. for whatever that level is trying to portray. 

Firstly in order to create designs for interactable in the first mechanic which is designed to show anxiety through stress i looked up different game stat are seen as stress inducing collaged their gameplay together and made some notes 

moodboard.jpg
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After looking at the mood board above I can see that games that cause stress amongst their players use quite dull colors that in  some ways barely link to each other like for example the blue sky that is used in the last of us is nowhere near the rest of the lighting and coloring in the game which is all dark shades and such. 

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in light of this I chose some colors from the images in order to make some of the interactive proms that tell players they can interact with an object as firstly this puzzle mechanic that portrays an stress endued anxiety is the opening level of the game and needs to act like a tutorial in a way to the player 

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In order to make the mechanic of the puzzle stress inducing I toyed with idea of possible having the disclaimer next to the button to use as to how long that certain action would be to be in red as red is an angry color however, seeing the items as pose to noema items so I cam up with the idea for the items in relation to the mission the player can interact with change when the player gets near.

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