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Visual Production, Everything you can see. What information does the game…
Visual Production
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Mario example
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Level environments
Communicates hazards with animations like lava bubbling and traps moving, you see it before you even get to it. There are checkpoints which power you up and swing around and sparkle when you collect them which lets you know it's good.
HUDs and UI
The HUD has icons for each thing to communicate what it's for like a coin for your coin counter, your characters head for your lives. This is accompanied by a counter that keeps track of coins and lives
Icons
Lets you know what the UI is for your lives are represented by your head coins by a coin. Makes things easy to read.
Game Assets
You can interact with object and it might communicate this with a box that tells you the controls to interact with it
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Everything you can see. What information does the game give you with visuals? Why is it communicating like this?