Overview
Character Customization is a well-known functionality in the gaming industry where users can change certain aspects of the character to suit their creative needs in various games. The proposed project consists of creating a basic working prototype of a character customization creator. Some planned features for this project include the capability to change the color of the hair, eyes and features of the body such as height and body size. The following project will also include an animation option to apply different animations onto the character while inside the customization mode.
Functional Design
The design process for this project started off with a sketch where the parts of the design idea were taken from great games such as Code Vein and Destiny 2. Due to the fast growing design
ideas in the industry, the UI design of a 3D game has to meet those standards to improve the user experience. Therefore, taking all these requirements into account, the team designed a particular
UI (as shown below). The ideas that went into this were from visualizing the application as a game running on a console. Video game consoles usually require games to have their button
icons hence, this would be added to the black overlay transparent bar at the bottom of the design.
The rest of the design process following the conventional design concepts and the previous scenes. As shown in below images, these are the main three scenes used during
the project. The final output of the application turned out to be very similar because of the design that we followed throughout. There were some elements which we removed due to unnecessary
requirement and lack of space. For example, the “Load Character” button which required the team to implement the saving feature for the application however, this was not proposed in the
project goal therefore, we decided to remove the button overall.
System Design
The system design that was used in this project turned out to be smooth because of the decreased amount of button clicks required to move between scenes. All of the customization attributes are closer to each other, making it easier to navigate between the panels of the buttons. The below image shows the workflow of the whole system architecture. It portrays each functionable element and the relationship to the functions that it provides. The first two scenes are very lightweight due to the scenes not requiring any other functionality other than moving between scenes. As the scene level goes up, the functionalities increase and the character customization attributes are visible to the player. The reason we chose these main attributes (hair, face, body and clothing) is because these are required from what we researched from previous games. These attributes allow the player to customize to their needs.
Gallery