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Main Menu Design & Animation | This World of Orange
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Here's a little development sneak-peak of the main menu design and animation of the game This World of Orange, which I'm currently developing.

The main menu usually corresponds to the player's first contact with the game and is therefore responsible for setting its tone. Most menus, in Max Pears' words (Level Designer at ProjektRed), "are extremely lifeless! It doesn't engross the player. It just encourages them to skip through this part of the game as fast as possible". To avoid this, I used camera animations to introduce the player into the desolation and isolation of the game's world and also its consequences: death and disaster. All of this, while a soft sandstorm particle system helps the world feel more dynamic, even though we're talking about a post-apocalyptic, sand devastated world. The UI also has simple but sleek animations to ensure better and softer transitions.
Feedback is always appreciated :)

Gustavo Carneiro
Game Developer - Designer
3
Comments
Torsten Scholer
4 months ago
Bachelor of Science - Programmer
Look and feel is nice 👍and you are absolutely right. main menus really set the tone. It's like the first 5 seconds when meeting someone for the first time.
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Gustavo Carneiro
4 months ago
Game Developer - Designer
Stephanie RowlinsonI like the transitions a lot, it really does bring the menu to life. There's very little contrast between the orange elements in the settings menu and the orange sand in the background making the text hard to read and the top sliders hard to see. If you can make it so that all of the menu ends up over that boulder or change the colour of it, it'd massively improve legibility.
Thanks Stephanie :) I've notice that and people already gave me a lot of feedback on that. It's true, I will work on it once I have more gameplay done :D
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Developer - Programmer
I like the transitions a lot, it really does bring the menu to life. There's very little contrast between the orange elements in the settings menu and the orange sand in the background making the text hard to read and the top sliders hard to see. If you can make it so that all of the menu ends up over that boulder or change the colour of it, it'd massively improve legibility.
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Gustavo Carneiro
4 months ago
Game Developer - Designer
Tassilo VolkI noticed a slowdown of the cam while it passed the first dune, so i guessed that it's intended to be natural movement. I reccomend to implement anticipation: move the cam a little bit forward before moving backwards. before the cam halts completly, let it exceed a little bit before due to momentum. i would ease in and out stronger. you can apply anticipation while panning the cam in the menu too. Cause the setting feels cheerless, you should use it with careful dosages, you don't want to have a cartoon =) in addition, i would include "non-visible" (veeery slow) cam movement if the cam doesn't move around to make the picture more alive or in your words more dynamic
I see now :) thanks man, I like the idea of having a slow movement when the camera is still (kinda like someone was holding it). I'll work on it once I have more gameplay done ;) thanks
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Gustavo Carneiro
4 months ago
Game Developer - Designer
Abdulmajid DahirAwesome work.
Thanks :)
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