Last Updated: October 2020
BRIEF
I was playing the original Fable game recently and thought to myself that changing your hair was kind of underwhelming and it felt like the hair cards you collect was just there for flavor. I was imagining the player running into the barbershop waving this piece of paper in front of the barber yelling "GIVE ME THIS HAIRCUT". I've also been wanting to really get into Unreal so I thought it was perfect opportunity to hit two goals with one stone.
I was playing the original Fable game recently and thought to myself that changing your hair was kind of underwhelming and it felt like the hair cards you collect was just there for flavor. I was imagining the player running into the barbershop waving this piece of paper in front of the barber yelling "GIVE ME THIS HAIRCUT". I've also been wanting to really get into Unreal so I thought it was perfect opportunity to hit two goals with one stone.
SHOWCASE VIDEO
preproduction and design goals
RESEARCH
First, I spent some time taking screenshots and videos of the game to make sure I displayed everything I felt was important for the menu. Things like the hair's Attractive, Scary, and Alignment modifiers, cost of haircut, total gold, and stuff like that. I also knew I wanted to place the Barber Cards in a type of rolodex so I spent some time doing research for the gears and how the box would lay on the table.
First, I spent some time taking screenshots and videos of the game to make sure I displayed everything I felt was important for the menu. Things like the hair's Attractive, Scary, and Alignment modifiers, cost of haircut, total gold, and stuff like that. I also knew I wanted to place the Barber Cards in a type of rolodex so I spent some time doing research for the gears and how the box would lay on the table.
DESIGN GOALS
Like most of my projects, the design goals kind of evolved as I worked on the project more. At first, I just wanted to separate the Style Cards into categories (hair, beard, and mustache) but then I wanted to be able to see how all the style I chose would look together before I commit to the price. So I implemented a Confirmation screen at the end of the Haircut process.
Like most of my projects, the design goals kind of evolved as I worked on the project more. At first, I just wanted to separate the Style Cards into categories (hair, beard, and mustache) but then I wanted to be able to see how all the style I chose would look together before I commit to the price. So I implemented a Confirmation screen at the end of the Haircut process.
WIREFRAMES
After working in Unreal a bit to get the Barber Structure in (things like inventory, spawning cards, and flipping through them), I was ready to go into XD and finish the look-and-feel of the Barber Shop. Since this project was mainly in 3D it was important to me to do the 3D prototyping in Unreal before working on the 2D since XD isn't good at mocking up 3D elements.
After working in Unreal a bit to get the Barber Structure in (things like inventory, spawning cards, and flipping through them), I was ready to go into XD and finish the look-and-feel of the Barber Shop. Since this project was mainly in 3D it was important to me to do the 3D prototyping in Unreal before working on the 2D since XD isn't good at mocking up 3D elements.
BARBER CARD LOOK
I spent some time iterating on the Barber Cards too. When I first implemented them they looked like someone drew the borders with marker. Definitely didn't fit with the fancy Fable style. In the end, I took a bit of creative liberty and made the Barber Cards a darker color. If this were to go into the Fable game I would make sure the cards matched with what's in your inventory.
I spent some time iterating on the Barber Cards too. When I first implemented them they looked like someone drew the borders with marker. Definitely didn't fit with the fancy Fable style. In the end, I took a bit of creative liberty and made the Barber Cards a darker color. If this were to go into the Fable game I would make sure the cards matched with what's in your inventory.
unreal implementation
So in general I took a pretty liberal approach with the "look" compared to the original Fable. I'm sure the rolodex I modeled has twice the amount of polygons as The Hero in the original. And I used a generous amount of post-processing effects.
HIGH OVERVIEW
The Barbershop is initiated on another level. Once you load into the level I pass the Barbershop actor the Player's inventory and it sorts through it to figure out what kind of Barber Cards it has. It'll sort through the Barber Cards itself and place them where they need to go. The rolodex's are completely dynamic and can hold as many Barber Cards as you give it. Whether it be 1 or 30 it'll figure out the different angles so the cards lay nicely. The Level Blueprint holds all the logic for controlling the cards and camera and when you're finished with your selecting the level will load back to where you came from. If this was a real game I would have to pass the new haircut data and new gold amounts back to the inventory but this I don't have to worry about that right now.
The Barbershop is initiated on another level. Once you load into the level I pass the Barbershop actor the Player's inventory and it sorts through it to figure out what kind of Barber Cards it has. It'll sort through the Barber Cards itself and place them where they need to go. The rolodex's are completely dynamic and can hold as many Barber Cards as you give it. Whether it be 1 or 30 it'll figure out the different angles so the cards lay nicely. The Level Blueprint holds all the logic for controlling the cards and camera and when you're finished with your selecting the level will load back to where you came from. If this was a real game I would have to pass the new haircut data and new gold amounts back to the inventory but this I don't have to worry about that right now.
Additional Credits
Ksenia Erulevich ----------------- Alice [LINK]
Astigmatic ---------------------- Berkshire Swash [LINK]
Punk You Brands ---------------- Nautilus Pompilius [LINK]
Various Artists ------------------ Adobe SFX [LINK]
Various Artists ------------------ Quixel 3D Megascans [LINK]
Various Artists ------------------ SketchFab 3D Models [LINK]
Ksenia Erulevich ----------------- Alice [LINK]
Astigmatic ---------------------- Berkshire Swash [LINK]
Punk You Brands ---------------- Nautilus Pompilius [LINK]
Various Artists ------------------ Adobe SFX [LINK]
Various Artists ------------------ Quixel 3D Megascans [LINK]
Various Artists ------------------ SketchFab 3D Models [LINK]