Now, it’s time to show off the trinket in full! One big illustration, showing off the main interaction.
(This main interaction can be any transformative action you can take with the trinket, and you could possibly implement with visual feedback. Maybe you wrote that interaction idea during the identifying process, maybe you animated a cool effect for the inspectable or you used an interaction as basis for the visual narrative. If you didn’t, then right now is where you think of what that action is.)
I recommend a 1300 x 900 (300 ppi) minimum to export with a transparant background.
Use everything you've learned about your trinket and how you want to portray it!
If you're struggling to think of the action, use the real life object! See what kind of tactile feedback occurs when you use it. What actions you instinctually do with it, and what can this trinket do that's unique.
Adding auditory feedback can work really well too! Even if you don't have interaction, but perhaps still an animation looping or a button mechanic, it will still show the player the interaction intended.
An aged plushie, where the interaction is to restore.
You erase the top image by making motions with your mouse to reveal the bottom image of the young and new version, thereby turning back time.
It relates to the visual narrative, which focused on how I got him (given by my dad as a kid) and in a broader sense how time wore down my father (just like the stuffed animal). It also connects back to its unique physical attributes (the stripes, the scraggly mane) by highlighting them as differences between the before and after.
This trinket is actually a cluster, and is thus made out of several objects that were always placed in the windowsill of the bedroom I grew up in.
I wanted to draw each object of the cluster in full. To solve the space issue and to highlight their individual worth, the idea was to scroll through all six trinkets by dragging your mouse to the left or right.
This works well with the old ghost lights, because it’s such a long object, and you now slowly unravel it by scrolling. That’s the interaction here. Other ideas could have been a twinkling animation when hovering, a sequential game where you have to click on the flickering lights to keep the whole chain lit up, visually replacing the batteries and shaking it et cetera.