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About Varied / Professional Official Beta Tester Nichelle NolanFemale/Australia Groups :iconsizzlinghotstock: SizzlingHotStock
 
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STOCK RULES OVERVIEW

This is an overview of my stock rules. For the complete set of rules, visit this journal: Stock Rules *UpdatesHi all!!
These are my rules you must follow if u are gonna use my stock.
Read them before using this stock. By downloading and/or using this stock, you agree to comply with my rules. If you fail to comply with my rules, I reserve the right to have you remove your work.
FAQ:
If English is not your first language, you can use Google Translate to translate and get an understanding of what my rules say.
:faq217:
STOCK CREDIT
:police: Always credit me if you have used any of my stock (including WIP's and close-ups) with a DIRECT link. You MUST include a link to either my profile OR the artwork used in the artist description where you have used my stock::police:
Preferably using : devcharligal-stock : without the spaces for charligal-stock or : iconcharligal-stock : for :iconcharligal-stock: without the spaces.
You may also use the thumb or link

Read them before using my stock. By downloading and/or using my stock, you agree to comply with my rules.

CREDIT
:bulletred: You must always credit me by a direct link to my stock account in your artists comments when you have used my stock FAQ #81: How can I create links to other deviants, deviations, or websites?

NOTIFY
:bulletred: You must notify me when you have used my stock.

INSUFFICIENT EDITS/RETOUCHES
:bulletred: Retouches of my stock are not allowed. Insufficiently edited work is a breach of my rules and will be removed.

CATEGORISING
:bulletred: Do not categorise any work involving my stock as 'photography'.

REDISTRIBUTION
:bulletred: Redistribution of my stock is not allowed.

UNACCEPTABLE USES
:bulletred: Do not use my stock in hate art, pornographic and/or fetish art.

PRINTS
:bulletred: Prints are allowed on DA.

OUTSIDE USE
:bulletred: You may post your work on other sites as long as you credit, notify and show me all places the work appears.

COMMERCIAL USE
:bulletred: For commercial use see my FAQ: charligal-stock.deviantart.com…



:bulletgreen:Why isn't my stock free anymore?

:bulletblue:Short answer: The Rule Breakers are doing my head in.
:bulletred:Long answer: I've had my stock in storage for about 5 months because of thieves and people completely ignoring my rules. From the artists I've spoken to, real artists won't mind paying a few points for my resources, and then I can appreciate the amazing artwork instead of stressing about someone misusing or stealing my stock. As Tasastock puts it: The Premium route means I can still keep all my stock out there for artists to use, and gives me some protection against the knobheads out there.

Have fun with it and keep making awesome art :)

:hug: to all, Nichelle.

Sisters in stock: :iconkirilee: :icontasastock: :iconfaestock: :iconelandria: :iconpiratelotus-stock: :iconraeyenirael-stock:

Art sister: :iconjenniferweiler:

DD's I've Suggested

New Gothic Lolita 18 by Kechake-stockSuper Hero - 03 by Nemesis-19Urarii 56 by TasastockFallen Angel Gustov 15 by Falln-StockSTOCK:  Adriatic Shoreline by lenkaltmanRockgem's Simple Cute skull tutorial. by rockgem23 Brushes for Photoshop by yumedustRedhead Warrior 1 by Armathor-StockGirl 19 by ddLinStockForest Witchcraft 17 by Anariel-StockDaenerys Targaryen 3 by MirishBay 2 by BerryBluMilitary Couple Stock 1 by LetzteSchatten-stockLillianne 29 by kirileeTFtLaTS 001 by zeldyn-stockElisabethstock7 by MyTiniCrimson Peacock Ram Horn Headdress by JenniferWeiler22-8-10 070 by Awdi-stock

Watchers

Week 4 Game Studio 2 Dev Blog

Journal Entry: Mon Oct 20, 2014, 1:26 AM
Week 4 Game Studio 2 Dev Blog
 
:bulletblue: Week 1: Week 1 Game Studio 2 Dev BlogWeek 1 Game Studio 2 Dev Blog
Hello everyone,
For the course of the next trimester I will be commandeering my DeviantArt journal to use as a game development blog in correlation with the game I’ll be working on across the following months.
As such, please feel free to join in on discussion, concept art, and design topics and any game or development related information. I encourage you to chat to me about things I will be discussing so we can hopefully get some interesting dialogue happening.
 
Week 1
This week has been the first week back to college and has been the week that we’ve been introduced to our studio unit game brief.  Our class is divided into two separate teams of six people with a combination of game designers and game programmers.
This trimester each group has been tasked to design and develop a transport management game based upon real-world principles and data such as crowd management, business management, physical facilities and
:bulletblue: Week 2: Week 2 Game Studio 2 Dev BlogWeek 2 Game Studio 2 Dev Blog
Find Week 1’s entry here:
Hello everyone,
For the course of the next trimester I will be commandeering my DeviantArt journal to use as a game development blog in correlation with the game I’ll be working on across the following months.
As such, please feel free to join in on discussion, concept art, and design topics and any game or development related information. I encourage you to chat to me about things I will be discussing so we can hopefully get some interesting dialogue happening.
 
Week 2
This week has been rather interesting for the fact that we have had more of a chance to feel out our groups dynamic and really focus on the idea that we will be committing to for the rest of this trimester.
Our group has scheduled our weekly sprint meetings for each Monday of the week and it is during these meetings that we have further worked on brainstorming each idea, allocating roles and defining a meaning that our game
:bulletblue: Week 3: Week 3 Game Studio 2 Dev BlogWeek 3 Game Studio 2 Dev Blog
:bulletblue: Week 1: :bulletblue: Week 2:
Hello everyone,
Welcome to week 3 of my course game development blog in correlation with the game I’m working on trimester.
Week 3
This week’s sprint meeting just so happened to fall on a public holiday that we had all forgotten about so we organized to meet at Aaron’s place seeing as the campus was closed. We focused a lot of our time working on the scope documentation, high concept documentation and the pitch as the deadline for these were midweek. I believe we also we spent time discussing tasks and finalising design points for the pitch. 
During this session I worked on some concept art for the game including some scene setting imagery and a title design. This group has been heavy on the puns, which is something I really enjoy and the game has been titled Orcward.


On Tu
 
Hello everyone,
Welcome to week 4 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 4
Mondays sprint meeting saw the team discuss further possible game modes and the possibility of implementing a multiplayer mode. As I was pretty sick on Monday, I stayed for the general sprint and left early once the sprint schedule had been sorted. Also, my Wacom tablet died during this sprint which was a huge pain and it meant I ended up having to buy a new one.... oh well.. at least I have a shiny new tablet.
 
This sprint I was scheduled to work on C’orc character designs, UI layouts and gameplay specifics, building, transport and environment concept art and documentation for the GDD. Sections of the GDD I have been tasked to talk about include gameplay specifics about the UI and how it would work, menu flow throughout the game, how propaganda works as well as an array of aesthetics topics.

I completed the C’orc character design and some concept art for the environment, military encampment tents and some transport structures/vehicles. See below:
 
Island Concept by charligal-stock
Orc Quick Colours by charligal-stock Teleporterconcept by charligal-stock
C'orc-front and side by charligal-stock
Catapult Concept by charligal-stock
Tent Concept by charligal-stock
Cable Car by charligal-stock
And then I spent the majority of the week working on the following areas of documentation:
 
UI
Orcward will make use of a minimalistic user interface, maintaining an uncluttered and conservative UI throughout the game. The UI displayed will focus on simple and easy to read iconography that the player will interact with by selecting the appropriate implement, agent or icon. UI displays will be accessible on the following:
 
    ·      Game Options
  •     o   Save

  •     o   Audio Options

  •     o   Quit Game

  •     o   Runtime Controls
    ·      Orc UI
  •     o   Statistics

  •     o   Possession
    ·      Placement UI
  •     o   Transport Structures

  •     o   Facilities

  •     o   Propaganda and Advertising
The following images are some of the quick pictures I threw together to illustrate how I visualised the UI working.
 
UI Mockup 1-02 by charligal-stock
UI Mockup 2-03 by charligal-stock

Menu Flow
Orcward’s main menu will make use of the advertising theme with the menu options being displayed on a simplistic sign. The game logo will feature prominently as will a view of the sky islands imagery in the background. As a stretch goal, catapults will fling Orcs into the main title logo. Primary selection options will include new game, load game, options and quit game. For example:
 
UI Mockup 3-04 by charligal-stock

New game will lead the player to game mode options. Stretch goals include endless mode and a multiplayer mode on top of the regular game mode.
Load game will load the last save game. There will only be a single save slot to reduce the need for a save selection screen. Options will allow the player access to the control layout and settings, audio settings and desirably, multiplayer settings. Quit game will exit the player from the game entirely.
 
The complete menu navigational layout is shown below:
 
Menu Flow-05-01 by charligal-stock

Propaganda
In the game, the player has the ability to influence agents and effect outcomes via the placement of various propaganda and advertising items. Propaganda will be available to be placed via signs, posters, banners, billboards and flags and a variety of wants, needs, interests and agendas will be able to be promoted. We will be using real propaganda and advertising techniques in the design based on research I have done.
 
The statistics assigned to each sign placed will interact with the statistics each Orc is generated with, thus influencing their activity and decision making processes. The player will use these to push their own agendas, influence Orcs to train skills, participate in consumerism and ultimately become a better warrior for the war efforts below.
 
We Want You by charligal-stock
This week I will be working on finishing off the transport and building concepts, and aesthetics documentation before moving on to some of the User Interface graphic design work.
 
Catch you all next week,
Nichelle


Activity


Week 4 Game Studio 2 Dev Blog

Journal Entry: Mon Oct 20, 2014, 1:26 AM
Week 4 Game Studio 2 Dev Blog
 
:bulletblue: Week 1: Week 1 Game Studio 2 Dev BlogWeek 1 Game Studio 2 Dev Blog
Hello everyone,
For the course of the next trimester I will be commandeering my DeviantArt journal to use as a game development blog in correlation with the game I’ll be working on across the following months.
As such, please feel free to join in on discussion, concept art, and design topics and any game or development related information. I encourage you to chat to me about things I will be discussing so we can hopefully get some interesting dialogue happening.
 
Week 1
This week has been the first week back to college and has been the week that we’ve been introduced to our studio unit game brief.  Our class is divided into two separate teams of six people with a combination of game designers and game programmers.
This trimester each group has been tasked to design and develop a transport management game based upon real-world principles and data such as crowd management, business management, physical facilities and
:bulletblue: Week 2: Week 2 Game Studio 2 Dev BlogWeek 2 Game Studio 2 Dev Blog
Find Week 1’s entry here:
Hello everyone,
For the course of the next trimester I will be commandeering my DeviantArt journal to use as a game development blog in correlation with the game I’ll be working on across the following months.
As such, please feel free to join in on discussion, concept art, and design topics and any game or development related information. I encourage you to chat to me about things I will be discussing so we can hopefully get some interesting dialogue happening.
 
Week 2
This week has been rather interesting for the fact that we have had more of a chance to feel out our groups dynamic and really focus on the idea that we will be committing to for the rest of this trimester.
Our group has scheduled our weekly sprint meetings for each Monday of the week and it is during these meetings that we have further worked on brainstorming each idea, allocating roles and defining a meaning that our game
:bulletblue: Week 3: Week 3 Game Studio 2 Dev BlogWeek 3 Game Studio 2 Dev Blog
:bulletblue: Week 1: :bulletblue: Week 2:
Hello everyone,
Welcome to week 3 of my course game development blog in correlation with the game I’m working on trimester.
Week 3
This week’s sprint meeting just so happened to fall on a public holiday that we had all forgotten about so we organized to meet at Aaron’s place seeing as the campus was closed. We focused a lot of our time working on the scope documentation, high concept documentation and the pitch as the deadline for these were midweek. I believe we also we spent time discussing tasks and finalising design points for the pitch. 
During this session I worked on some concept art for the game including some scene setting imagery and a title design. This group has been heavy on the puns, which is something I really enjoy and the game has been titled Orcward.


On Tu
 
Hello everyone,
Welcome to week 4 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 4
Mondays sprint meeting saw the team discuss further possible game modes and the possibility of implementing a multiplayer mode. As I was pretty sick on Monday, I stayed for the general sprint and left early once the sprint schedule had been sorted. Also, my Wacom tablet died during this sprint which was a huge pain and it meant I ended up having to buy a new one.... oh well.. at least I have a shiny new tablet.
 
This sprint I was scheduled to work on C’orc character designs, UI layouts and gameplay specifics, building, transport and environment concept art and documentation for the GDD. Sections of the GDD I have been tasked to talk about include gameplay specifics about the UI and how it would work, menu flow throughout the game, how propaganda works as well as an array of aesthetics topics.

I completed the C’orc character design and some concept art for the environment, military encampment tents and some transport structures/vehicles. See below:
 
Island Concept by charligal-stock
Orc Quick Colours by charligal-stock Teleporterconcept by charligal-stock
C'orc-front and side by charligal-stock
Catapult Concept by charligal-stock
Tent Concept by charligal-stock
Cable Car by charligal-stock
And then I spent the majority of the week working on the following areas of documentation:
 
UI
Orcward will make use of a minimalistic user interface, maintaining an uncluttered and conservative UI throughout the game. The UI displayed will focus on simple and easy to read iconography that the player will interact with by selecting the appropriate implement, agent or icon. UI displays will be accessible on the following:
 
    ·      Game Options
  •     o   Save

  •     o   Audio Options

  •     o   Quit Game

  •     o   Runtime Controls
    ·      Orc UI
  •     o   Statistics

  •     o   Possession
    ·      Placement UI
  •     o   Transport Structures

  •     o   Facilities

  •     o   Propaganda and Advertising
The following images are some of the quick pictures I threw together to illustrate how I visualised the UI working.
 
UI Mockup 1-02 by charligal-stock
UI Mockup 2-03 by charligal-stock

Menu Flow
Orcward’s main menu will make use of the advertising theme with the menu options being displayed on a simplistic sign. The game logo will feature prominently as will a view of the sky islands imagery in the background. As a stretch goal, catapults will fling Orcs into the main title logo. Primary selection options will include new game, load game, options and quit game. For example:
 
UI Mockup 3-04 by charligal-stock

New game will lead the player to game mode options. Stretch goals include endless mode and a multiplayer mode on top of the regular game mode.
Load game will load the last save game. There will only be a single save slot to reduce the need for a save selection screen. Options will allow the player access to the control layout and settings, audio settings and desirably, multiplayer settings. Quit game will exit the player from the game entirely.
 
The complete menu navigational layout is shown below:
 
Menu Flow-05-01 by charligal-stock

Propaganda
In the game, the player has the ability to influence agents and effect outcomes via the placement of various propaganda and advertising items. Propaganda will be available to be placed via signs, posters, banners, billboards and flags and a variety of wants, needs, interests and agendas will be able to be promoted. We will be using real propaganda and advertising techniques in the design based on research I have done.
 
The statistics assigned to each sign placed will interact with the statistics each Orc is generated with, thus influencing their activity and decision making processes. The player will use these to push their own agendas, influence Orcs to train skills, participate in consumerism and ultimately become a better warrior for the war efforts below.
 
We Want You by charligal-stock
This week I will be working on finishing off the transport and building concepts, and aesthetics documentation before moving on to some of the User Interface graphic design work.
 
Catch you all next week,
Nichelle


Week 4 Game Studio 2 Dev Blog

Journal Entry: Mon Oct 20, 2014, 1:25 AM
Week 4 Game Studio 2 Dev Blog
 
:bulletblue: Week 1: Week 1 Game Studio 2 Dev BlogWeek 1 Game Studio 2 Dev Blog
Hello everyone,
For the course of the next trimester I will be commandeering my DeviantArt journal to use as a game development blog in correlation with the game I’ll be working on across the following months.
As such, please feel free to join in on discussion, concept art, and design topics and any game or development related information. I encourage you to chat to me about things I will be discussing so we can hopefully get some interesting dialogue happening.
 
Week 1
This week has been the first week back to college and has been the week that we’ve been introduced to our studio unit game brief.  Our class is divided into two separate teams of six people with a combination of game designers and game programmers.
This trimester each group has been tasked to design and develop a transport management game based upon real-world principles and data such as crowd management, business management, physical facilities and
:bulletblue: Week 2: Week 2 Game Studio 2 Dev BlogWeek 2 Game Studio 2 Dev Blog
Find Week 1’s entry here:
Hello everyone,
For the course of the next trimester I will be commandeering my DeviantArt journal to use as a game development blog in correlation with the game I’ll be working on across the following months.
As such, please feel free to join in on discussion, concept art, and design topics and any game or development related information. I encourage you to chat to me about things I will be discussing so we can hopefully get some interesting dialogue happening.
 
Week 2
This week has been rather interesting for the fact that we have had more of a chance to feel out our groups dynamic and really focus on the idea that we will be committing to for the rest of this trimester.
Our group has scheduled our weekly sprint meetings for each Monday of the week and it is during these meetings that we have further worked on brainstorming each idea, allocating roles and defining a meaning that our game
:bulletblue: Week 3: Week 3 Game Studio 2 Dev BlogWeek 3 Game Studio 2 Dev Blog
:bulletblue: Week 1: :bulletblue: Week 2:
Hello everyone,
Welcome to week 3 of my course game development blog in correlation with the game I’m working on trimester.
Week 3
This week’s sprint meeting just so happened to fall on a public holiday that we had all forgotten about so we organized to meet at Aaron’s place seeing as the campus was closed. We focused a lot of our time working on the scope documentation, high concept documentation and the pitch as the deadline for these were midweek. I believe we also we spent time discussing tasks and finalising design points for the pitch. 
During this session I worked on some concept art for the game including some scene setting imagery and a title design. This group has been heavy on the puns, which is something I really enjoy and the game has been titled Orcward.


On Tu
 
Hello everyone,
Welcome to week 4 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 4
Mondays sprint meeting saw the team discuss further possible game modes and the possibility of implementing a multiplayer mode. As I was pretty sick on Monday, I stayed for the general sprint and left early once the sprint schedule had been sorted. Also, my Wacom tablet died during this sprint which was a huge pain and it meant I ended up having to buy a new one.... oh well.. at least I have a shiny new tablet.
 
This sprint I was scheduled to work on C’orc character designs, UI layouts and gameplay specifics, building, transport and environment concept art and documentation for the GDD. Sections of the GDD I have been tasked to talk about include gameplay specifics about the UI and how it would work, menu flow throughout the game, how propaganda works as well as an array of aesthetics topics.

I completed the C’orc character design and some concept art for the environment, military encampment tents and some transport structures/vehicles. See below:
 
Island Concept by charligal-stock
Orc Quick Colours by charligal-stock Teleporterconcept by charligal-stock
C'orc-front and side by charligal-stock
Catapult Concept by charligal-stock
Tent Concept by charligal-stock
And then I spent the majority of the week working on the following areas of documentation:
 
UI
Orcward will make use of a minimalistic user interface, maintaining an uncluttered and conservative UI throughout the game. The UI displayed will focus on simple and easy to read iconography that the player will interact with by selecting the appropriate implement, agent or icon. UI displays will be accessible on the following:
 
    ·      Game Options
  •     o   Save

  •     o   Audio Options

  •     o   Quit Game

  •     o   Runtime Controls
    ·      Orc UI
  •     o   Statistics

  •     o   Possession
    ·      Placement UI
  •     o   Transport Structures

  •     o   Facilities

  •     o   Propaganda and Advertising
The following images are some of the quick pictures I threw together to illustrate how I visualised the UI working.
 
UI Mockup 1-02 by charligal-stock
UI Mockup 2-03 by charligal-stock

Menu Flow
Orcward’s main menu will make use of the advertising theme with the menu options being displayed on a simplistic sign. The game logo will feature prominently as will a view of the sky islands imagery in the background. As a stretch goal, catapults will fling Orcs into the main title logo. Primary selection options will include new game, load game, options and quit game. For example:
 
UI Mockup 3-04 by charligal-stock

New game will lead the player to game mode options. Stretch goals include endless mode and a multiplayer mode on top of the regular game mode.
Load game will load the last save game. There will only be a single save slot to reduce the need for a save selection screen. Options will allow the player access to the control layout and settings, audio settings and desirably, multiplayer settings. Quit game will exit the player from the game entirely.
 
The complete menu navigational layout is shown below:
 
Menu Flow-05-01 by charligal-stock

Propaganda
In the game, the player has the ability to influence agents and effect outcomes via the placement of various propaganda and advertising items. Propaganda will be available to be placed via signs, posters, banners, billboards and flags and a variety of wants, needs, interests and agendas will be able to be promoted. We will be using real propaganda and advertising techniques in the design based on research I have done.
 
The statistics assigned to each sign placed will interact with the statistics each Orc is generated with, thus influencing their activity and decision making processes. The player will use these to push their own agendas, influence Orcs to train skills, participate in consumerism and ultimately become a better warrior for the war efforts below.
 
We Want You by charligal-stock
This week I will be working on finishing off the transport and building concepts, and aesthetics documentation before moving on to some of the User Interface graphic design work.
 
Catch you all next week,
Nichelle


Week 4 Game Studio 2 Dev Blog

Journal Entry: Mon Oct 20, 2014, 1:25 AM
Week 4 Game Studio 2 Dev Blog
 
:bulletblue: Week 1: Week 1 Game Studio 2 Dev BlogWeek 1 Game Studio 2 Dev Blog
Hello everyone,
For the course of the next trimester I will be commandeering my DeviantArt journal to use as a game development blog in correlation with the game I’ll be working on across the following months.
As such, please feel free to join in on discussion, concept art, and design topics and any game or development related information. I encourage you to chat to me about things I will be discussing so we can hopefully get some interesting dialogue happening.
 
Week 1
This week has been the first week back to college and has been the week that we’ve been introduced to our studio unit game brief.  Our class is divided into two separate teams of six people with a combination of game designers and game programmers.
This trimester each group has been tasked to design and develop a transport management game based upon real-world principles and data such as crowd management, business management, physical facilities and
:bulletblue: Week 2: Week 2 Game Studio 2 Dev BlogWeek 2 Game Studio 2 Dev Blog
Find Week 1’s entry here:
Hello everyone,
For the course of the next trimester I will be commandeering my DeviantArt journal to use as a game development blog in correlation with the game I’ll be working on across the following months.
As such, please feel free to join in on discussion, concept art, and design topics and any game or development related information. I encourage you to chat to me about things I will be discussing so we can hopefully get some interesting dialogue happening.
 
Week 2
This week has been rather interesting for the fact that we have had more of a chance to feel out our groups dynamic and really focus on the idea that we will be committing to for the rest of this trimester.
Our group has scheduled our weekly sprint meetings for each Monday of the week and it is during these meetings that we have further worked on brainstorming each idea, allocating roles and defining a meaning that our game
:bulletblue: Week 3: Week 3 Game Studio 2 Dev BlogWeek 3 Game Studio 2 Dev Blog
:bulletblue: Week 1: :bulletblue: Week 2:
Hello everyone,
Welcome to week 3 of my course game development blog in correlation with the game I’m working on trimester.
Week 3
This week’s sprint meeting just so happened to fall on a public holiday that we had all forgotten about so we organized to meet at Aaron’s place seeing as the campus was closed. We focused a lot of our time working on the scope documentation, high concept documentation and the pitch as the deadline for these were midweek. I believe we also we spent time discussing tasks and finalising design points for the pitch. 
During this session I worked on some concept art for the game including some scene setting imagery and a title design. This group has been heavy on the puns, which is something I really enjoy and the game has been titled Orcward.


On Tu
 
Hello everyone,
Welcome to week 4 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 4
Mondays sprint meeting saw the team discuss further possible game modes and the possibility of implementing a multiplayer mode. As I was pretty sick on Monday, I stayed for the general sprint and left early once the sprint schedule had been sorted. Also, my Wacom tablet died during this sprint which was a huge pain and it meant I ended up having to buy a new one.... oh well.. at least I have a shiny new tablet.
 
This sprint I was scheduled to work on C’orc character designs, UI layouts and gameplay specifics, building, transport and environment concept art and documentation for the GDD. Sections of the GDD I have been tasked to talk about include gameplay specifics about the UI and how it would work, menu flow throughout the game, how propaganda works as well as an array of aesthetics topics.

I completed the C’orc character design and some concept art for the environment, military encampment tents and some transport structures/vehicles. See below:
 
Island Concept by charligal-stock
Orc Quick Colours by charligal-stock Teleporterconcept by charligal-stock
C'orc-front and side by charligal-stock
Catapult Concept by charligal-stock
Tent Concept by charligal-stock
And then I spent the majority of the week working on the following areas of documentation:
 
UI
Orcward will make use of a minimalistic user interface, maintaining an uncluttered and conservative UI throughout the game. The UI displayed will focus on simple and easy to read iconography that the player will interact with by selecting the appropriate implement, agent or icon. UI displays will be accessible on the following:
 
    ·      Game Options
  •     o   Save

  •     o   Audio Options

  •     o   Quit Game

  •     o   Runtime Controls
    ·      Orc UI
  •     o   Statistics

  •     o   Possession
    ·      Placement UI
  •     o   Transport Structures

  •     o   Facilities

  •     o   Propaganda and Advertising
The following images are some of the quick pictures I threw together to illustrate how I visualised the UI working.
 
UI Mockup 1-02 by charligal-stock
UI Mockup 2-03 by charligal-stock

Menu Flow
Orcward’s main menu will make use of the advertising theme with the menu options being displayed on a simplistic sign. The game logo will feature prominently as will a view of the sky islands imagery in the background. As a stretch goal, catapults will fling Orcs into the main title logo. Primary selection options will include new game, load game, options and quit game. For example:
 
UI Mockup 3-04 by charligal-stock

New game will lead the player to game mode options. Stretch goals include endless mode and a multiplayer mode on top of the regular game mode.
Load game will load the last save game. There will only be a single save slot to reduce the need for a save selection screen. Options will allow the player access to the control layout and settings, audio settings and desirably, multiplayer settings. Quit game will exit the player from the game entirely.
 
The complete menu navigational layout is shown below:
 
Menu Flow-05-01 by charligal-stock

Propaganda
In the game, the player has the ability to influence agents and effect outcomes via the placement of various propaganda and advertising items. Propaganda will be available to be placed via signs, posters, banners, billboards and flags and a variety of wants, needs, interests and agendas will be able to be promoted. We will be using real propaganda and advertising techniques in the design based on research I have done.
 
The statistics assigned to each sign placed will interact with the statistics each Orc is generated with, thus influencing their activity and decision making processes. The player will use these to push their own agendas, influence Orcs to train skills, participate in consumerism and ultimately become a better warrior for the war efforts below.
 
We Want You by charligal-stock
This week I will be working on finishing off the transport and building concepts, and aesthetics documentation before moving on to some of the User Interface graphic design work.
 
Catch you all next week,
Nichelle


Back In Black by charligal-stockBack in black... I'll have to shoot some new stock soon seeing as I've changed my hair.

deviantID

charligal-stock
Nichelle Nolan
Artist | Professional | Varied
Australia
I'm a creativity addict who loves to create both art and stock resources. In my professional life I'm a photographer, graphic designer and illustrator and am hoping to get my degree in Games Design. I love to travel and have been to England, South Africa, Botswana, Zimbabwe, Singapore and was born in the US but live in Australia.

In my free time I love to sing, vlog and shoot stock.

:iconrawrlickplz::iconrawrlickreverseplz:
Check out my modeling acct. :iconnichellejnolan:
Check out my art acct. :iconcharligal:
Check out my photography acct. :iconcharligalphotography:
YouTube: www.youtube.com/channel/UCCNop…
Model mayhem site: www.modelmayhem.com/1305516


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If pie could speak it would ask me to eat it.

Current Residence: Sydney, Australia
deviantWEAR sizing preference: M
Favourite genre of music: Metal baby!!
Favourite style of art: Comic, photomanipulation
Operating System: PC
MP3 player of choice: iphone
Favourite cartoon character: Queen of Hearts
Interests

Anyone know of any good tutorials to make costume pieces with a hot glue gun? 

93%
64 deviants said Sorry, I don't.
7%
5 deviants said Yes. (Please leave me a link in the comments)

Webcam

Comments


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:iconfenrir--the-2nd:
Fenrir--the-2nd Featured By Owner 4 days ago
thanks for the fave :XD:
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:iconmtman318:
mtman318 Featured By Owner Oct 9, 2014  Student General Artist
It's a shame about having to put the leotard stocks in storage, but for what it's worth, I think you did the right thing.  (Especially if things like you described in your "What the hell is wrong with people?!" journal entry were a common occurrence.)
Reply
:icontheriotranger:
TheRiotRanger Featured By Owner Oct 9, 2014  Hobbyist General Artist
I get your reasoning behind removing your leotard series.  I hate that it came to that, because I had favorited a great deal of those photos because they were such great reference for my drawing efforts.  Sorry you've gone through all the rubbish with blockheads who can't grasp basic rules.  I hope you will consider making premium packs for them, however as I would be interested.  
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:iconsophiaazhou:
sophiaazhou Featured By Owner Oct 5, 2014
thank you for adding A Desire for Departure to your +favorites;
I appreciate it a lot. :heart:

A Desire for Departure by sophiaazhou
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:iconterribleglory:
TerribleGlory Featured By Owner Oct 2, 2014  Hobbyist
you're so prettySweating a little... 
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:iconcharligal-stock:
charligal-stock Featured By Owner Oct 3, 2014  Professional General Artist
:blushes: Aww thanks haha
Reply
:iconredblackstripe:
RedBlackStripe Featured By Owner Sep 26, 2014  Hobbyist General Artist
I wasn't sure if I should notify you or not, so I'm going to be on the safe side and let you know I used some of your stock for a drawing reference. Here's the sketch,

redblackstripe.deviantart.com/…

thanks for the stock! It was tremendously helpful! :D
Reply
:iconfuresiya:
furesiya Featured By Owner Sep 25, 2014
Thank you so much for the favourite :iconallmyloveplz:
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:icon4ladylilian:
4LadyLilian Featured By Owner Sep 24, 2014
My Own Thank You By Brookegillette-d7dcqwx by 4LadyLilian  
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