The picture above is the 1st screen the user will face when opening the app. This title/login screen has features that are widely recognised by most people who use digital media due to the traditional username password feature and sign up feature.
This picture is composed of several elements that aim to portray Call of Duty as authentically as possible, whilst incorporating Bristol City. The background is a photograph of Bristol during the second world war. I feel as though the rubble in the background shows the nature of warfare and the old style housing gives a ket context of time (during the war). To the left there is a sniper soldier in a shrubbery disguise and to the right of the screen is a regular soldier holding a machine gun. They are both animations taken from Call of Duty and I added a 3D effect on them because I noticed that in real game the designers tend to add effects of technology distortion/noise therefore I saw it fitting to use a similar technique in order for the user to identify with the app in a similar fashion. In addition the old style planes in the sky, also in 3D are there to further paint a picture of historical warfare.
Above is the menu page for my prototype menu. the menu follows options which are typical to Call of Duty’s existing menu norms, however, I tried to make the options more applicable to the game Im trying to make. Unlike the console version of Call of Duty, where users can play a story mode, my only playable mode is multiplayer, due to the nature of ‘playable city’.
The World ranking function enables users across all nations to be able to compare and track their progress (assuming this app will have different versions across the world)
The Share your experience tab caters to the social networking aspect of the app. Users will we able to share their scores and ranks across mainstream social networking sites such as Twitter, Facebook and Instagram in order promote the app further and encourage more to join the community
The setting feature is a feature common in almost every mobile and console game/application because its essential for users to be able to calibrate video/sound options for those who may interpret light and sound differently.
The reward tab is there to offer the users of the application an incentive for their achievements throughout the game. This encourages them to play the game more, in hope to unlock medals, achievements and special emblems
The weaponry tab is vital for this game because Call of Duty has an extensive range of guns to choose from. The selection of guns gives the game a more dynamic and realistic edge because different guns have different advantages and dis advantages (e.g. a sniper can kill from long distances but the rate of fire is 1 shot at a time, as opposed to machine guns that fire rapidly but are more suited for medium range)
Contextually, the background image is one of a Bristolian soldier during the second world war.
The photo above is how the multiplayer gameplay feature would look like. The box at the top is the section where the user utilises the use of their camera as the medium for interaction. This is achieved by using Call of Duty’s typical 1st person shooter view that lets the user see where they’re aiming their weapon. In addition, to the top left there is an indication of the scores of the team/user. There is also, on the top centre of the screen, a place where points you’ve acquired appear (100 points per kill) and to the bottom left are added special perks that the user selects as part of their weaponry in order to enhance their chances of winning (for example ‘slight of hand’ is a perk that lets you reload your gun faster)
Compared to the console version where the user uses their controller pad to move their player and shoot, my app puts these these functions in a more concise way by having just 3 buttons SHOOT, AIM and CAPTURE. The aim and shoot buttons are self explanatory, However, the capture function refers to an alternative game mode where the user has to capture a ‘flag’ without getting ‘killed’. Also, the entire game is in black and white in order to communicate and mimic the WW2 era.The bottom square shows a radar map of Queen’s square. This addition to the interface helps the user navigate area to find the ‘enemy’