This screenshot shows the Flow Bar that informed the player of his level and current transformation potential gained from doing a series of successful tricks as well as the current objectives and time left to complete it.
Failed and success feedbacks in the 3D were created by mapping Flash to 3d planes. All of the Feedbacks were play tested and iterated on to ensure comprehension os the scoring system.
Challenge and Quest markers with effects were placed in the 3D environment.
Several loading screens were created and designed.
Many tutorials required animated sequences to show the user how to successfully to tricks.
Tricks could be purchased in a menu where users could see how a trick look if well performed.
Pop ups for Quests & Challenges informed players on details and bonus earned if successful.
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