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Renaud Ternynck

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A few of the many screens:

CS-homescreen.png
SC-Trials.png
CS-Campaign.png
CS-InfoScreen.png
CS-RealEstate.png
CS-CityPass.png
CS-HUD.png
CS-Residential.png
CS-homescreen.png SC-Trials.png CS-Campaign.png CS-InfoScreen.png CS-RealEstate.png CS-CityPass.png CS-HUD.png CS-Residential.png
 

A few pre-viz and prototypes

Here are a few samples of early prototypes that I would share with the design team. They are created mostly in Principle. Most are interactive to convey specific flows or behaviors. In most cases the low to mid fidelity prototypes would focus on a specific aspect of the interaction mechanics of each feature. They are incredibly useful in design reviews and documents to the designers and engineers. along with the typical flow diagram, the prototype gives the team the complete picture of the feature.

Library to Map Interaction

This prototype is meant to communicate the mechanics of placing special city features on the city map by dragging a card from a library and interacting with it.

Feature Information Screen

An information screen describing a main feature of the game. The screen is invoked automatically during the FTUE but can be invoked again by the player as a quick reminder of the feature. The final in game version is slightly modified but stays true to the original mockup.

Interaction with Controller

First pass and quick demonstration of controller interaction on the city map.



One Page Design & Flows

Example of flow board I share with the teams. The one page design of the feature is typically created in photoshop.

Flow Prototype

Interactive prototypes are often part of the presentation to the team. It offers a better understanding of flows.