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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
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
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
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
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
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
7   Department of Design, IIT Guwahati
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
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
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
TECHNICAL FEASIBILITY

     - The application is built on Android Platform.

     - The application requires touch input.




11                                                     Department of Design, IIT Guwahati
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

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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
  • 7. 7 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