
Jacobson Technical High School at Seminole (hs)
Pinellas Technical College Clearwater (ct). Nina Harris Exceptional Student Education Center (ec). Marjorie Kinnan Rawlings Elementary (es). Kings Highway Elementary Magnet School (es). Highland Lakes Elementary Leadership Academy (es). Gulf Beaches Elementary Magnet School (es). The release date is tentatively Fall 2020. The game is currently still in development with an open beta. I made sure to share all visual assets as well as the visual identity system I created with the team so that they could build on the new design in the future. I reached out to my designer friends and passed on hopeful replacements to the team. The Future of QuaverĪfter two weeks of working with the incredible volunteer team behind Quaver, I had to shift my focus towards my upcoming internship and could no longer reasonably work on Quaver. Some shared great ideas that I later implemented. The team was always excited to see new screens and would comment on them, sharing their opinions and preferences. However, I overlooked the possibility of receiving crucial feedback that could affect how I should continue forward in my designs. My intention was to eliminate spam within the development chat channel by only sharing significant progress. The importance of keeping others up-to-date and receiving feedbackĪs I was the sole designer (and a very new member) of this online-only team, I mostly worked alone and only shared my progress once every few days. For future real-world projects, I aim to collaborate more closely with the developer team to make sure the design can be viably implemented. For my school projects and passion projects, the sky is the limit and I did not really have to consider the technical viability of my designs. My experience with Quaver was the first time I had to design around technical limitations. The importance of developer consultation for technical viability #Quaver games professional#
Because of this, the “dark theme” design utilizes a colour palette that is easy on the eyes, but not pastel as it would detract from the professional and competitive nature of the game. It is also a staple of many other rhythm games.Īlso during the user interviews, players expressed that they prefer playing the game at night, when there are less distractions in their pursuit of high scores. During the user interviews, many existing players expressed they prefer the look of text-heavy UI elements. The new design is less verbose than its predecessor but retains the principle of “words over icons” for its UI. The map selection screen borrows from existing, popular rhythm games so that rhythm game players looking to try Quaver for the first time will feel right at home, and serves as an anchor point for users to discover more unique features of the client. The addition of “Local” and “Friends” tabs allow the player to compete with themselves and their friends for new players to see their progress. This allows the player to see how close they are to the top. The leaderboard includes the top rankings as well as the player’s own personal best. The new design caters to both personas I gathered for the research phase. New singleplayer screen for Quaver, the rest is not to be disclosed for now