Because my product is a narrative game, I knew I had to approach development slightly differently. I already had loads of assets ready from the time I spent working on character design and city design and having already scripted the content for the app, the development experience was more staging things together, rather than building big UI’s from scratch. Because I had scripted the content way before coming to development, I had had time to think about how certain screens would look, so the development process was somewhat sped up for this project.
Having been thinking about what the screens would look like for a while since scripting the content, I started by sketching out my ideas for how the prologue would look. I knew the character dialogue screens would be one of the most important screens as it’s where all the content would be delivered, so it was important for me to get it right so that it could be reliably used through the rest of the project.

After sketching some ideas around how certain screens would look, I then went looking for typefaces to use for the project. I found two that worked well together and fitted the style of my already created assets.
The first, “Double Bass” was a super jazzy display typeface with a cartoony look, which fit right in with my characters. This typeface would work well for large sizes but I still needed another for copy.
The second typeface I found was “BD Supper”, which is a friendly and bouncy sans-serif typeface which I thought would work well for body text. What I really liked about it was that it was easily legible but still had some funkiness which fit in well with my project aesthetics. I particularly like the super curly “R”.




For the colour palette of this project, I mainly stuck to using the colours that were used for the character designs. This made it more consistent throughout, but I did add some colours specifically for UI purposes, and used some other colours when it came to creating the games, but tried to keep them in similar shades and tones.
