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Gustavo Carneiro
Game Developer - Designer
Porto, Portugal
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Gustavo Carneiro
updated the game
Aug 17, 2018 8:32 AM
+1
This World of Orange
You are one of the few survivors of Earth's environmental collapse. You lost your family in this crooked world... can you get them back? Are you strong enough to endure in This World of Orange?
Game
Gustavo Carneiro
a month ago
The foggy effect is using a volumetric light asset from SlightlyMad (on GitHub) and the standard duststorm particle effect from Unity. Obviously with tweaks and adjustments to get the desired results :)
IP
Ilmari Pohjola
a month ago
Is the fog-effect something from the asset store or did you make it yourself?
IP
Ilmari Pohjola
a month ago
Love it!
Melissa Lawson
3 months ago
This looks like it will be really cool, when finished!
Gustavo Carneiro
updated the project
Aug 15, 2018 3:42 PM
Main Menu Design & Animation | This World of Orange
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...
Showcase
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
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.
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
Abdulmajid DahirAwesome work.
Thanks :)
Hey guys, I decided to share a little bit of the development process of the main menu (not yet finished) of my game.
Hope you guys like it! Feel free to provide feedback

Aug 15, 2018 3:42 PM
Main Menu Design & Animation | This World of Orange
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...
Showcase
Yann Mbogne
7 days ago
Well done. The music is a good choice, you want to listen to it more and know more of the story of this game. The transition is smooth and the background animation is simple and beautifil. The sensation that you have at the beginning is exciting and we expect already more. Keep it up.
Hey guys, I decided to share a little bit of the development process of the main menu (not yet finished) of my game.
Hope you guys like it! Feel free to provide feedback

Aug 15, 2018 3:42 PM
Main Menu Design & Animation | This World of Orange
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...
Showcase
Aug 15, 2018 3:33 PM
Hey guys, I decided to share a little bit of the development process of the main menu (not yet finished) of my game.
Hope you guys like it! Feel free to provide feedback

Aug 15, 2018 3:42 PM
Main Menu Design & Animation | This World of Orange
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...
Showcase
Gustavo Carneiro
a month ago
Eduard ConstantinI assume you are using cinemachine, the camera animation looks good but I think the transition from the start to the main menu is too long.
Hey Eduard, Actually I'm only using regular animators/animations for this. But thanks for the feedback I'll take it into account
Eduard ConstantinI assume you are using cinemachine, the camera animation looks good but I think the transition from the start to the main menu is too long.
Oh and you can also add some smooth camera shake
I assume you are using cinemachine, the camera animation looks good but I think the transition from the start to the main menu is too long.
Gustavo Carneiro
published the project
Aug 15, 2018 3:25 PM
Main Menu Design & Animation | This World of Orange
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...
Showcase
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
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.
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
Abdulmajid DahirAwesome work.
Thanks :)
About Me
Since I started college I’ve become more and more passionate about what I do. The thing I love the...
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