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low fidelity sketches
- Introduction
- Target audience analysis
- Justification for existence
- User Testing Design
- Low fidelity sketches <--You're Here
- User Testing “Typhon”
- Animation
- Appendix
Based on the quantitative analysis, user insights, and initial sketches we gathered enough information to produce the final low fidelity concept of Typhon (Figure 1).
Derived from quantitative and qualitative analysis, we identified all main elements (head, body, tail) including the style of movement, form of combat, as well as impact on objects and structures on the map. Analysis regarding the appearance of the enemy character influenced our designs of the boss (as seen above), and analysis of the movements/behaviour of the character was relayed to our programmers to influence their tasks (e.g. pathfinding) this sprint. This analysis will also help inform the creation of animations and further behaviours for the boss enemy in the future.
(Appendix: Testing Sessions - Sketches & Design Concepts):
- Head of a Greek god (human)
- Head of a Dragon (sea monster / sea dragon)
- Body of a Dragon (sea monster / sea dragon)
- Pincers (derived from insects & sea creatures)
- Crystal
- Nearby buildings
- Trident (melee attack)
- Fireballs (distant attack)
- Walk on land (no flying or levitating this sprint)
As seen in Figure 2, thanks to cooperation and collaboration with Team-2 (main storyline) we were able to come up with a “Nickname” of the main villain - Typhon [6] (all credit to Team-2). Derived from Greek mythology Typhon is a "serpentine monster with wings" [6] whose wrath caused a collapse of an entire civilization such as Egypt [6].
Due to the close resemblance (visual representation - wings, reptile, sea creature) and the main storyline of Atlantis Sinks game (defend the city against evil), we can see a strong association between this creature, main storyline and the design concepts.
In general, we consistently communicated with team 2 throughout the sprint to ensure the storyline of the boss enemy matched the boss design, as derived through user testing. Further evidence of this is below:
We also relayed information about how the boss enemy would hopefully move and attack after this sprint (i.e. melee attack and walk) to team 11 so they could create appropriate audio if time permitted them to do so. The movement and attack types of the enemy were derived from user testing.
References (IEEE Format)
[6] Atlantipedia, “An A-Z Guide To The Search For Plato's Atlantis”
https://atlantipedia.ie/samples/typhon/