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Initial Plans
Alicja Morawska
Initial Reaction
The brief states that the game has a target audience of 16-19 year olds, meaning I will have to
research into what style is popular in my age group.
For the platform I’m thinking about doing either a handheld or mobile game as I’ve had
experience in making a PC game and would like to try something a bit more different than a
console.
Due to the game being 2D and working with pixel art, it must be on a basic level very simple but
with space for additional detail to improve the overall appearance.
In my experiment I worked on an endless runner style game and would like to move out of that,
maybe with a puzzle or Match3 game, especially as walk cycles aren’t my strong suit and these
options allow me to move past that. From a past project and the production experiments I know
that smooth animation is something I know how to do correctly so that the movement doesn't
look jumpy and unnatural.
Seeing at there isn’t a specific gender proposed in the brief that the game is aimed towards, I’m
going to try creating a unisex game as my past project in video games was leaning more towards
the male demographic, this will influence the style of game I chose to create as well as how it will
look and it’s game mechanics.
Mind Map
Mind Map
Mind Map
Mood Board
Mood Board Analysis
Is there any repetition in the images you have collected?
Repeated colours/images styles/fonts/tone/mood
• Bright, cheerful colours
• A simple theme such as animals, candy, fish and food
• Easy to understand menus and tabs around the game that are suitable for the younger target audience.
• Score tabs that keep the players updated on their progress throughout the level through numeral scores as
well as a star rating that the players can keep track of with each level that they pass.
• Some of the examples I've found have a time limit on each level that puts pressure on the players to make
the level more difficult, however this may alter the target audience of the product, as such small changes
can prove too hard for players of very young ages.
Schedule
WEEK OVERALL PLAN SPECIFIC TASKS
1 Production Experiments,
Initial Response, Product
Research
• Come up with an idea for my
experiment, finish the production and
write up the analysis, finish writing this
power point and move on to
researching into what I could create.
2 Product Research, Proposal,
Planning
 Look closer into what kind of products
are similar to my chosen style so that I
have inspirations to draw from. Write
up my proposal.
3 Production  Finish any work that needs catching up
on, start creating my final product,
working to find out what looks good
and what game mechanics I can try.
 Focus on getting all the individual
layers finished.
4 Production  Finish any layers that the game still
needs so that animation can start, once
done focus on getting everything
looking smooth without having to
worry about any game pieces being
missing.
5 Evaluation  finish any final parts of production and
begin evaluation, using screenshots
from during production to support my
work.
Bibliography
• Name at least 7 sources that you plan to use in this project. These should include audience
research, books, videos/films/video games, magazines and newspaper articles etc.
1. King.com Limited ( 4th June 2014) Bubble Witch Saga 2
2. Halfbrick Studios (1 September 2011) Jetpack Joyride
3. Electric Turtle (October 2, 2017) Crashy Cats
4. Imangi Studios (4 August 2011) Temple Run
5. King.com Limited (26 March 2013) Farm Heroes Saga
6. EA mobile (9 July 2008) Tetris
7. King.com Limited (11 October 2012) Pet Rescue Saga
8. Disney Mobile (22 September 2011) Where's my water

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Initial Plans Video Game

  • 2. Initial Reaction The brief states that the game has a target audience of 16-19 year olds, meaning I will have to research into what style is popular in my age group. For the platform I’m thinking about doing either a handheld or mobile game as I’ve had experience in making a PC game and would like to try something a bit more different than a console. Due to the game being 2D and working with pixel art, it must be on a basic level very simple but with space for additional detail to improve the overall appearance. In my experiment I worked on an endless runner style game and would like to move out of that, maybe with a puzzle or Match3 game, especially as walk cycles aren’t my strong suit and these options allow me to move past that. From a past project and the production experiments I know that smooth animation is something I know how to do correctly so that the movement doesn't look jumpy and unnatural. Seeing at there isn’t a specific gender proposed in the brief that the game is aimed towards, I’m going to try creating a unisex game as my past project in video games was leaning more towards the male demographic, this will influence the style of game I chose to create as well as how it will look and it’s game mechanics.
  • 7.
  • 8.
  • 9. Mood Board Analysis Is there any repetition in the images you have collected? Repeated colours/images styles/fonts/tone/mood • Bright, cheerful colours • A simple theme such as animals, candy, fish and food • Easy to understand menus and tabs around the game that are suitable for the younger target audience. • Score tabs that keep the players updated on their progress throughout the level through numeral scores as well as a star rating that the players can keep track of with each level that they pass. • Some of the examples I've found have a time limit on each level that puts pressure on the players to make the level more difficult, however this may alter the target audience of the product, as such small changes can prove too hard for players of very young ages.
  • 10. Schedule WEEK OVERALL PLAN SPECIFIC TASKS 1 Production Experiments, Initial Response, Product Research • Come up with an idea for my experiment, finish the production and write up the analysis, finish writing this power point and move on to researching into what I could create. 2 Product Research, Proposal, Planning  Look closer into what kind of products are similar to my chosen style so that I have inspirations to draw from. Write up my proposal. 3 Production  Finish any work that needs catching up on, start creating my final product, working to find out what looks good and what game mechanics I can try.  Focus on getting all the individual layers finished. 4 Production  Finish any layers that the game still needs so that animation can start, once done focus on getting everything looking smooth without having to worry about any game pieces being missing. 5 Evaluation  finish any final parts of production and begin evaluation, using screenshots from during production to support my work.
  • 11. Bibliography • Name at least 7 sources that you plan to use in this project. These should include audience research, books, videos/films/video games, magazines and newspaper articles etc. 1. King.com Limited ( 4th June 2014) Bubble Witch Saga 2 2. Halfbrick Studios (1 September 2011) Jetpack Joyride 3. Electric Turtle (October 2, 2017) Crashy Cats 4. Imangi Studios (4 August 2011) Temple Run 5. King.com Limited (26 March 2013) Farm Heroes Saga 6. EA mobile (9 July 2008) Tetris 7. King.com Limited (11 October 2012) Pet Rescue Saga 8. Disney Mobile (22 September 2011) Where's my water

Editor's Notes

  1. Log your initial thoughts regarding the set brief- What could you make? What are you good at? Your opinions? Can be a list of bullet points of reactions- does not have to be full prose. Can be hand written/drawn and scanned in.
  2. Bubbl.us or hand drawn-scanned using college printers exploring 3 potential ideas
  3. Bubbl.us or hand drawn-scanned using college printers exploring 3 potential ideas
  4. Bubbl.us or hand drawn-scanned using college printers exploring your final idea
  5. Collection of images related to your product/inspirational/visually interesting At least 15 needed