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Magic Pencil - Design Concept
1. GAMING AND ENTERTAINMENT
ADVENTURE
MAGIC PENCIL
Our application is an adventure game where-
in a character goes on an adventure trip. His
only possession is a magic pencil which will
help him overcome hurdles.
1 Department of Design, IIT Guwahati
2. WHY WE CHOSE THIS FIELD!
We chose to make an application in the Gaming and Entertainment category because
games in general are very popular among the youth, be it adventure, racing or action.
Also such applications do not have any pre-requisites and thus, even with a minimum
level of knowledge or expertise, one can master the field.
Hence, we conclude that such an application will have a mass following.
2 Department of Design, IIT Guwahati
3. EXISTING SCENARIO
Most of the applications in the adventure category involve overcoming obstacles
by running, jumping or shooting. Drawing applications in general require the
user to draw specific objects just for the sake of fun.There is rarely an adventure
element in it. We decided to combine the two by enabling the user to overcome
hurdles by drawing relevant objects.
USER PAIN POINTS
- Numerous installs and uninstalls
- Sometimes the application doesnt work at all
- Clunky programs
- Sign up required
- Constantly spams email
- Requires large install base for second program with no SD transfer
3 Department of Design, IIT Guwahati
4. CONCEPT
Our application is a 2-D adventure game wherein a character (Pintu) goes on an
adventure trip. His only possession is a magic pencil which helps him overcome hurdles.
When the game starts , the player will be asked to choose a scene from a list of 3
options. Each scene will have 6 levels associated with it. The player can also choose a
character whose appearance will be according to the scene. When Pintu starts
his journey, the player has to make Pintu move forward. When there comes a
hurdle, the player should make Pintu stop and think what can be done to
overcome the hurdle. A drawing screen will appear where the player will have to
draw the object used to overcome the hurdle. The game will have a depository
of the objects that can be used to overcome the hurdles. If the basic form of the
object drawn by the player resembles to the one in the depository, the object
will appear on the screen and the player will be able to overcome the hurdle.
For eg : To cross a river the player will have to draw a boat.
The player also has an option to make Pintu jump and do some cool stuff for fun.
4 Department of Design, IIT Guwahati
5. APPLICATION FEATURES
- A 2-D game, the adventure path is linear.
- We are planning to have 3 scenes with 6 levels each, 18 levels in total.
3 levels will be for the demo/trial version and the rest in full version.
- The user will have three options with him, to make Pintu move forward,
to make Pintu jump or to draw.
- There will be some extra elements featuring in the game which will
obstuct Pintu’s path.
5 Department of Design, IIT Guwahati
6. TARGET USERS : 5 YEARS AND ABOVE.
USER PROFILE
We intend to target all users above the age of 5 years and
in possession of a smart phone. No minimum qualifications
are required to use the application.
USER NEEDS, ASPIRATIONS
- Stress-free life.
- Easy to use and economically feasible application.
6 Department of Design, IIT Guwahati
8. CHANGES IN USER LIFESTYLE
- An application in field of adventure gaming is a very productive as it gives the
user an opportunity to test his drawing skills and also gets a chance to work on
his analytical, reasoning and logical skills.
- The game can also be a stress buster for the people who really get involved in the
game and forget the rest.
- The game also gives the player a real time adventure experience.
KEY BENEFITS
INCREMENTAL BENEFITS
- It helps to reduce stress levels.
- It’s a mode of entertainment.
- It’s economically feasible.
8 Department of Design, IIT Guwahati
9. BUSINESS MODEL
USP
The USP would be “ The one of a kind gaming application in the field of
adventure where the user not only has a chance to test his drawing skills
but also gets a chance to work on his analytical, reasoning and logical skills ”
Adventure has always been an exciting experience, be it real or in a game.
Thus we decided to design a game which would give users a wonderful real time
experience in terms of adventure and would be interesting to a level that it gets
addictive. Also we plan to design the interface in a very simple and realistic
way such that it would be fun to play and watch.
9 Department of Design, IIT Guwahati
10. BUSINESS MODEL
REVENUE GENERATION
There are two proposed solutions :
First is by the trial version and the paid version. It will function like this : we are
planning to have 3 scenes with 6 levels each, 18 levels in total. 3 levels will be for
the demo/trial version which the user can download for free and rest in full
version which can be bought by the user.
Second is by the mode of advertisement. If the person is installing the demo/trial
version of the application, there would be advertisements running on the top/bottom
or while loading a page. The advertisers would be liable to pay a particular amount
of sum according to the duration or the timimg of the ad.
10 Department of Design, IIT Guwahati
11. TECHNICAL FEASIBILITY
- The application is built on Android Platform.
- The application requires touch input.
11 Department of Design, IIT Guwahati
12. TEAM MEMBERS
ADITI PADHI
SARAYU AGARWAL
SATYAN CHAWLA
DEPARTMENT OF DESIGN
IIT GUWAHATI
GUIDED BY : ASSISTANT PROF. KEYUR SORATHIA
12 Department of Design, IIT Guwahati