C&C: Arena | |
---|---|
Year: | Cancelled 2009 |
Developer: | Electronic Arts Los Angeles |
Publisher: | Electronic Arts |
Code name: | C&C3: Arena |
Original title: | C&C: Arena |
Abbreviation: | Arena |
Executive Producer: | Michael S. Glosecki? |
Composer: | ? |
Newest version: | ? |
Trivia:
- Arena was the preliminary stage of C&C4 and the prototype of the Crawler system. Virtually some kind of "Sole Survivor 2".
- It was originally planned as a pure online version of C&C3: TW for the Asian market, why it was sometimes referenced as C&C3: Arena. It is therefore build up of assets from TW and its add-on KW respectively.
- The beta keys from the RA3 Premier Edition had the same background as seen in the Arena logo. It is therefore obvious, that the beta test still related to Arena and was eventually delayed for half a year until C&C4 was ready.
- The Arena logo was recycled for the CommandCOM banner:
- Only in June 2010 Arena was revealed by Cassia Dominguez in terms of the portfolio. Regarding the materials it was commented:
Before that only scattered clues and the previz material by The Third Floor, Inc. in the Retrospective Trailer of C&C4 were existing.The beginning conception of the game before becoming C&C 4 due out next year was called Arena. I developed the Arena logo which came very close to becoming the official logo for the product. The logo captures a high tech futuristic feel for on-line gaming.
Style Guide - We were working with many small production houses and needed a visible style guide to hand off in order to keep the look and feel for Arena consistent. The guide was very successful in conveying to our 3rd parties what we wanted to see in incoming concepts.
Arena Treatment Icon - We were using many assets that were in the previous game and wanted to update the style from the ground up. I took one of the main units in our game and explored possible graph looks we wanted all of the game interface to represent. This is an example of the work flow.
UI Comp 01 - After researching the possible directions of our game, i explored many menu, user interface, and motion designs to help shape what Arena would look like as a product. Here are some examples of the concept faze.
UI Comp 02 - Exploring a floating interface that would integrate seamlessly in the game environment.
UI Comp 03 - Exploring a compact interface of the game environment.
UI Comp 04 - Our Commander was the source of the game interface based on his game station, achievements, and trophies accomplished via game play.
UI Comp 05 - This example is using the game environment as a way to manipulate all of the gamers preferences and game play.
UI Comp 06 - Exploration of the Commander and the game environment as the user interface.
UI Comp 07 - After logging in to the game. You would be taking to your space station and navigate the menu system to control your character assets and game play options.
UI Comp 08 - Exploring an animating file system to get to your player options and performances.
UI Comp 09 - Exploring a floating animating file system to get to your player options and performances.
Official videos:
- Arena Trailer -Das komplette Previz-Material von The Third Floor, Inc.
- Retrospective Trailer -Mit Szenen aus Tiberium, Arena und C&C4!