C&C: Arena | |
---|---|
Jahr: | Cancelled 2009 |
Entwickler: | Electronic Arts Los Angeles |
Publisher: | Electronic Arts |
Codename: | C&C3: Arena |
Originaltitel: | C&C: Arena |
Kürzel: | Arena |
Executive Producer: | Michael S. Glosecki? |
Komponist: | ? |
Neuste Version: | ? |
Interessantes:
- Arena war die Vorstufe zu C&C4 und der Prototyp des Crawler-Systems. Quasi eine Art "Sole Survivor 2".
- Es war ursprünglich als eine reine Online-Version von C&C3: TW für den asiatischen Markt geplant, weshalb es manchmal als C&C3: Arena referenziert wurde. Es besteht daher aus Assets von TW bzw. dessen Add-on KW.
- Die Beta-Codes aus der RA3 Premier Edition hatten den selben Hintergrund, wie das Arena-Logo. Es ist daher naheliegend, dass der Betatest sich noch auf Arena bezog und sich deswegen am Ende um ein halbes Jahr verschoben hatte, bis C&C4 soweit war.
- Das Arena-Logo wurde für den Banner der CommandCOM wiederverwertet:
- Erst im Juni 2010 wurde Arena von Cassia Dominguez im Rahmen des Portfolios enhüllt. Zu den Materialien wurde kommentiert:
Bis dahin gab es nur verstreute Indizien und das Previz-Material von The Third Floor, Inc. im Retrospective Trailer zu C&C4.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.
Offizielle Videos:
- Arena Trailer -Das komplette Previz-Material von The Third Floor, Inc.
- Retrospective Trailer -Mit Szenen aus Tiberium, Arena und C&C4!