Wireframes


In the evolution of Knight of the Wylds, initial wireframes laid the groundwork for the game's interface. Making those wireframes was one of the first things I did. It showed how the interface would look at its most completed state if we ever got to that point during this semester, combining both intuitive design and the game's overall aesthetic to create a cohesive and player-friendly vision. Doing this so early on was valuable for laying the groundwork for subsequent work we did later on in the development process. However, valuable insights from playtests prompted a reevaluation of core mechanics, necessitating a redesign of our interface as well. 

The subsequent iteration evolved due to modifications made to the core mechanics of the game. This led to crafting completely new wireframes to seamlessly integrate player-centric adjustments, showcasing the dynamic and adaptive nature of game development. This iterative process not only addressed challenges but also transformed them into opportunities for improvement, steering Knight of the Wylds toward a more refined and player-engaging vision. This process further proved to me the importance of embracing change and utilizing player feedback as a catalyst for creating a compelling gaming experience. 

Designing these wireframes came with the necessity of learning new software. Because the software I had always used previously was not largely accessible, I learned how to use Gimp. I chose this software because not only was I making wireframes at the time, but I was creating concept art as well. This slowed down the process of making wireframes, but it was worth the sacrifice to allow me to work from home. In the future, I would choose a different software for making the wireframes because there is a lack of alignment guides in Gimp, making it difficult to ensure that everything is aligned properly which is imperative for user interface design.

- Esther Loo

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