Marble of Doom (Alternative Theme to Delta Drift)
John Banayan

Sam David

Alec Stamos

John Banayan

Sam David

Alec Stamos

RC Narma

John Banayan

Erik Nichols

1) I got some really good feedback from you guys and I agree with most of the comments I received.
2) Size: I think the size is appropriate; its big enough where someone can read it easily but isn't cluttering up the screen.
Placement: I placed all "battle" GUI elements on the bottom of the screen and messages on the top.
Overall Color: The radar definitely needs to change color. The rest of the GUI is using a light, transparent blue and the radar is green. I should make it blue and use that green for the cross in the middle of the radar.
Style: My goal in making this was to create a easy, streamlined interface that looked like it belonged in a Gundam. I think the interface is streamlined and delivers information well but it doesn't look like it belongs in a Gundam. I feel like the interface needs to "glow" more, look more futuristic and pop off the screen more.
3) This was my first time exclusively using vector tools to create something. I used the pen tool to trace a Gundam. I put a stroke around the path and moved on to the other elements. Using the rounded rectangle custom shape tool, I created the entire bottom right box and played with the transparencies, blending options and colors. I made the radar with circles and transparencies and the lock on was more transparent boxes that were altered by playing with the paths.

1 - Radar: Shows enemies, obstructions and allies in all directions
2 - Information Panel: Appears to deliver important information that may be related to story or the battle your engaged in.
3 - Related Information: Appears to deliver information related to the Gundam such as warning messages or system information
4 - Equipped Weapon Left: The weapon equipped on the players left hand and displays the weapon held and ammo left.
5 - Health: Amount of health left, damaged parts will blink red
6 - Equipped Weapon Right: The weapon equipped on the players right hand and displays the weapon held and ammo left.
7 - Thruster: Shows how much thrust is left by filling and emptying the bar

I ended up getting rid of number 3, as I worked on it I realized that the information it would give would be better delivered at the top. This way the player looks up for all information needs, and looks down for more battle and health related needs. I also decided to make the thrust indicator a percentage gage, instead of a full bar. The weapon and thrust gage also fill up as the player depletes ammo or thrust.


Bioshock uses the unique strengths of the first-person shooter to create the most immersive experience I’ve ever played. Using an exceptionally detailed atmosphere, the game revolves around choice and making you feel like there are consequences to decisions you’ve made, namely choosing to ignore, harvest or save “Little Sisters”. These characters embody an item that could be used to greatly improve/expand your skills but to get all of it you must kill the innocent carriers who are protected by Big Daddy’s, the games roaming boss battles. Using guns and plasmids (genetic modifiers that give the player the ability to start fires, send a swarm of bees, freeze an enemy etc.) you fight your way through an underwater society that has turned on itself and uncover your connection to it. Unlike other FPS’s Bioshock doesn’t rely solely on your ability to shoot at a target, it requires you to plant traps, plan escapes and create strategies. You play the way you want to play and not taking your surroundings or abilities into account will end in an explosive death. This in turn makes my avatar unique to anyone else’s. My character saved all of the little sisters and loved lighting people on fire and then electrocuting them when they jumped into the water. Yours may specialize in setting traps and luring people into them. The player also chooses how invested they can be in the story as most of the story is delivered through audio tapes you find and can listen to as you play. For as long as I can remember, I've wanted to play a game that will give me the freedom to play the way I want to play.
The GUI is minimal and only display’s the information you need to know, when you need it. Thus things like health and ammunition are only on screen when you’re fighting and an arrow helps navigate you through the level when there is a specific objective that needs to be done. Other elements that show up are a radio icon when you’re receiving instructions or a small picture when you’re listening to a tape you just picked up. Cycling though weapons or plasmids is done by either a quick press of the bumpers or holding them until a circle of all available weapons/plasmids pops up. This of course freezes the action on screen and gives you a little time to plan while you’re in battle.
This game helps legitimize gaming as an actual art form because it can’t be done in any other media format without losing what made it special. Of course that doesn’t scare some from trying as there is a Bioshock movie in the works.
Wireframe
1 – First Aid Kits left – These refill the health bar
2 – Health Bar
3 – Eve left – These are the “ammo” for plasmids
4 – Amount of Eve left
5 – Navigation Arrow
6 – Ammo Type 1
7 – Ammo Type 2
8 – Ammo Type 3
9 – Ammo left and what kind of ammo