Here i am doing research into the Apple ipad with its size, dimentions, features etc.
The ipad is 7.31" x 9.50" and 0.34" thick with a front and back camera with an on/off sleep/wake button, volume up/down button and silent/screen rotation lock button aswell as the home button. There are two models of the ipad; Wi-Fi and Wi-Fi + 3G. Below are their different information.
Wi-Fi
Size and Weight
Height: 9.50 inches (241.2 mm)
Width: 7.31 inches (185.7 mm)
Depth: 0.34 inch (8.8 mm)
Weight: 1.33 pounds (601 g)
Storage
16GB, 32GB, 64GB
Wireless and cellular
Wi-Fi (802.11a/b/g/n)
Bluetooth 2.1 + EDR technology
Carriers
none.
Wi-Fi + 3G
Size and weight
Height: 9.50 inches (241.2 mm)
Width: 7.31 inches (185.7 mm)
Depth: 0.34 inch (8.8 mm)
Weight: 1.35 pounds (613 g)
(Wi-Fi + 3G model)
Weight: 1.34 pounds (607 g)
Storage
16GB, 32GB, 64GB
Wireless and cellular
Wi-Fi + 3G model: UMTS/HSDPA/HSUPA (850, 900, 1900, 2100 MHz); GSM/EDGE (850, 900, 1800, 1900 MHz)
Wi-Fi + 3G for Verizon model: CDMA EV-DO Rev. A (800, 1900 MHz)
Data only3
Wi-Fi (802.11a/b/g/n)
Bluetooth 2.1 + EDR technology
Carriers
at&t
verizon
For both models:
Display
9.7-inch (diagonal) LED-backlit glossy widescreen Multi-Touch display with IPS technology
1024-by-768-pixel resolution at 132 pixels per inch (ppi)
Fingerprint-resistant oleophobic coating
Support for display of multiple languages and characters simultaneously
Camera. photo, video and recording
Back camera: Video recording, HD (720p) up to 30 frames per second with audio; still camera with 5x digital zoom
Front camera: Video recording, VGA up to 30 frames per second with audio; VGA-quality still camera
Tap to control exposure for video or stills
Photo and video geotagging over Wi-Fi
Input/Output
30-pin dock connector port
3.5-mm stereo headphone minijack
Built-in speaker
Microphone
Sensors
Three-axis gyro
Accelerometer
Ambient light sensor
Accessibility
VoiceOver screen reader
Support for playback of closed-captioned content
Assistive Touch interface for adaptive accessories
Full-screen zoom magnification
Large fonts
White on black display
Left/right volume adjustment
bibliography.
http://www.apple.com/ipad/specs/
Sunday, 30 October 2011
BA1 - APPLE
And its time for a new project! On Monday we were given the task to come up with a concept for the Apple iphone or ipad. We can do what ever we want in terms of genre and instantly i had two ideas come into my mind about what i wanted to do. I have made a final choice in which idea i am going to follow which i will explain to you right now. I think i have figured out everything but this is all rough and still in progress so if there is anything wrong with it please let me know and i will re think it and come up with something better! Images will be up next week most probably that i will include in a different blog post. I have also done research into the iphone and ipad which will also be in another post. I will put examples of game play and menus etc in another blog post as well.
Working title: Flyer - Sky Edition
For the ipad as its bigger so can have more flexibility in creating a game with detail and play ability. Its also the newest item to be released by Apple.
In Flyer, you plan an angel travelling the planet collecting life energy to keep the world beautiful and pure. There are many locations to explore, each one being vast and almost endless. You steer your angel by tilting the ipad in the direction you want to go i.e. up for up, down for down, left for left, right for right. With the life energy you collect, the accumulate to points (P) and with P you can buy items in the shop menu that lets you fully customize your angel. Some items even have added effects e.g. speed boost. There are different levels of life energy which is shown by their colour; the darker they are the higher the level. The higher the level the more P you'll get. The higher level life energys are harder to obtain and are hidden in the locations requiring lots of exploration and a keen eye.
Before you go to explore a location you have two game options: Free and Timed. Free is where you can freely fly about the location collecting life energy allowing you to explore. Timed is where you have to collect a certain amount of energy in the quickest time possible. The time and score will be recorded and put onto a leader board. There will be a stop watch displayed on screen when playing. You cal also get more P in the Timed option than in the Free option. For both options you can also choose your speed: slow, medium or fast.
Locations
In the locations there will be hidden, hard to reach places where the higher level life energys will be. This will keep the game more interesting. You will also be able to view the % of how much of the location you have explored. The locations are inspired by real and natural environments but will have some added elements to make the game play interesting e.g. high and low levels, caves, ridges etc. Here are some ideas of the locations:
*Night time sky over cities - below be able to see the lights of the cities and above see the clear night sky and the stars. Will have to navigate though clouds and possibly pass by things such as planes, jets, birds etc.
*Rivers and Hills - Inspired by Welsh/Scottish landscape with high hills and rivers flowing though the center which goes into a giant lake.
*Mountains - travel through mountains and climb to the top of some, able to go into caves, will have stone old buildings to explore.
*Waterfalls - Inspired by the waterfalls and jungles of South America, plenty of giant waterfalls behind them hidden caves and areas to explore. Surrounding the waterfalls is a jungle area to explore.
Sounds
The main menu and shop menu will have different music. The main menu's music will be fun and adventurous sounding so that new players will instantly get an idea of what the game is about and the feel of the game. The shop music will be fun and busy sounding like a fun day at the shops. There will be different music playing for each location tieing in with the mood, time of day and atmosphere of the area, but the overall feel for all music is to be relaxing, fun and atmospheric music. There will also be a sound for when you collect the life energy, a shimmering sound. Clicking different buttons on the menu will have ping and click sounds. There will be some environment sounds in the locations e.g. wind, birds, trees etc and the angel character will make sounds during the reward performance (see heading angels), crashing into things, collecting life energy etc. For the stopwatch in Timed mode, there will be a ticking sound and when youve collected all the life ebergys there will be a buzzer/bleep sound.
Angels
At the beginning for new players you can name your Angel and choose to be either a male or a female and are given that default/starter Angel character. When you get enough P you can customize your Angel by changing the hairstyle, clothes, skin colour, eyes, wings etc. Some items also gives special effects such as a speed boost when flying or when your flying about it looks like you are shimmering etc. When you are playing and you collect a certain amount of life energys or to create a chain, there is a reward performance where the Angel makes sounds and performes by twisting, spins, back flips etc.
Other possible ideas/add ons
*your Angel has its own room/space that you can buy items for/customize.
*your angel can have a pet that flies about with you helping you collect life energy.
Business thoughts
To get revenue, players can pay for more areas to explore by downloading them and also for more items to customise their angel. Also, this game can be continued and expanded with different editions such as Land, Sea and Space editions.
Game points
*for the ipad but could be made for iphone
*audience is everyone, young and older
*tried to keep to the "pick up and play" idea
*relaxing game to see the locations and have fun exploring whilst fun and challenging in the timed mode
*main inspiration is by the PS3 game Flower
*character customisation is an add on for more fun and interest; an added element to the game
*able to unlock new areas by either compeleting locations or downloading them either for free or by paying; keep the game interesting
*vast areas to explore and hidden areas with a % on area explored keeps you playing wanting to find the hidden areas.
Working title: Flyer - Sky Edition
For the ipad as its bigger so can have more flexibility in creating a game with detail and play ability. Its also the newest item to be released by Apple.
In Flyer, you plan an angel travelling the planet collecting life energy to keep the world beautiful and pure. There are many locations to explore, each one being vast and almost endless. You steer your angel by tilting the ipad in the direction you want to go i.e. up for up, down for down, left for left, right for right. With the life energy you collect, the accumulate to points (P) and with P you can buy items in the shop menu that lets you fully customize your angel. Some items even have added effects e.g. speed boost. There are different levels of life energy which is shown by their colour; the darker they are the higher the level. The higher the level the more P you'll get. The higher level life energys are harder to obtain and are hidden in the locations requiring lots of exploration and a keen eye.
Before you go to explore a location you have two game options: Free and Timed. Free is where you can freely fly about the location collecting life energy allowing you to explore. Timed is where you have to collect a certain amount of energy in the quickest time possible. The time and score will be recorded and put onto a leader board. There will be a stop watch displayed on screen when playing. You cal also get more P in the Timed option than in the Free option. For both options you can also choose your speed: slow, medium or fast.
Locations
In the locations there will be hidden, hard to reach places where the higher level life energys will be. This will keep the game more interesting. You will also be able to view the % of how much of the location you have explored. The locations are inspired by real and natural environments but will have some added elements to make the game play interesting e.g. high and low levels, caves, ridges etc. Here are some ideas of the locations:
*Night time sky over cities - below be able to see the lights of the cities and above see the clear night sky and the stars. Will have to navigate though clouds and possibly pass by things such as planes, jets, birds etc.
*Rivers and Hills - Inspired by Welsh/Scottish landscape with high hills and rivers flowing though the center which goes into a giant lake.
*Mountains - travel through mountains and climb to the top of some, able to go into caves, will have stone old buildings to explore.
*Waterfalls - Inspired by the waterfalls and jungles of South America, plenty of giant waterfalls behind them hidden caves and areas to explore. Surrounding the waterfalls is a jungle area to explore.
Sounds
The main menu and shop menu will have different music. The main menu's music will be fun and adventurous sounding so that new players will instantly get an idea of what the game is about and the feel of the game. The shop music will be fun and busy sounding like a fun day at the shops. There will be different music playing for each location tieing in with the mood, time of day and atmosphere of the area, but the overall feel for all music is to be relaxing, fun and atmospheric music. There will also be a sound for when you collect the life energy, a shimmering sound. Clicking different buttons on the menu will have ping and click sounds. There will be some environment sounds in the locations e.g. wind, birds, trees etc and the angel character will make sounds during the reward performance (see heading angels), crashing into things, collecting life energy etc. For the stopwatch in Timed mode, there will be a ticking sound and when youve collected all the life ebergys there will be a buzzer/bleep sound.
Angels
At the beginning for new players you can name your Angel and choose to be either a male or a female and are given that default/starter Angel character. When you get enough P you can customize your Angel by changing the hairstyle, clothes, skin colour, eyes, wings etc. Some items also gives special effects such as a speed boost when flying or when your flying about it looks like you are shimmering etc. When you are playing and you collect a certain amount of life energys or to create a chain, there is a reward performance where the Angel makes sounds and performes by twisting, spins, back flips etc.
Other possible ideas/add ons
*your Angel has its own room/space that you can buy items for/customize.
*your angel can have a pet that flies about with you helping you collect life energy.
Business thoughts
To get revenue, players can pay for more areas to explore by downloading them and also for more items to customise their angel. Also, this game can be continued and expanded with different editions such as Land, Sea and Space editions.
Game points
*for the ipad but could be made for iphone
*audience is everyone, young and older
*tried to keep to the "pick up and play" idea
*relaxing game to see the locations and have fun exploring whilst fun and challenging in the timed mode
*main inspiration is by the PS3 game Flower
*character customisation is an add on for more fun and interest; an added element to the game
*able to unlock new areas by either compeleting locations or downloading them either for free or by paying; keep the game interesting
*vast areas to explore and hidden areas with a % on area explored keeps you playing wanting to find the hidden areas.
Wednesday, 26 October 2011
BA1 - Contextual Studies
Because i was ill last week i have been told what to do for contextual studies and we were told to write a paragraph about our oldest memory of playing a game. And as ever it would be the game Snake on my mums old Nokia when i was little. I have a very poor memory but i think that was the first game i played. Even though it was perhaps not as "proper" as say Pokemon for Game Boy or Kerbie or Mario, but its a game non the less. Still one of my favorite games to play just to kill time.
When i was little i always asked my mummy for her mobile phone just so i could play Snake. My younger sister and i would watch each other play just to see who was better with the highest score ( winner had bragging rights). I always found it fun, never boring, always a challenge trying to beat our own and each others high score. But that could have just been my child mind being easily entertained. My mum found it fun and interesting too at first, but the realizing she wouldn't get a go because her children were always on it she gave up and lost interest. I do love Snake, even though you just move about this little block eating fruit and getting bigger and bigger. Then the bigger you get the faster you go and the harder it is to keep up.
BA1 - Contextual Studies
In contextual studies we were introduced to a man called Caillois, a French man who lived in the 1900s and publised books on wanting a systematic classification of gaming and wrote his thoughts on gaming in his books. For some home work, we were to answer this question:
Caillois states:
A characteristic of play… is that it creates no wealth or goods, thus differing from work
or art. At the end of the game, all can and must start over again from the same point.
Nothing has been harvested or manufactured, no masterpiece has been created, no capital
has accrued. Play is an occasion of pure waste: waste of time, energy, ingenuity, skill,
and often of money…
As for the professionals – the boxers, cyclists, jockeys, or actors who earn their living in
the ring, track, or hippodrome or on the stage … it is clear that they are not players but
workers. When they play, it is at some other game. (Caillois: 1962: p.5)
Do you agree with Caillois’ ideas about waste?
Here is my answer:
In some respects, I do agree that playing in general and playing games is/can be a waste. But in other occasions it is not. In the occasions that it is a waste playing games they are gambling games such as bingo or slots where greed takes over resulting in loss of money and possibly debt which could then go on to ruin peoples marriage and family life. These sorts of games are a waste of time and money because the chances of winning are 1 in a million. Other games that are a waste are games like Call of Duty, Modern Warfare, World of Warcraft, Snakes and Ladders and Mine Sweeper are examples of pointless games. World of Warcraft is known to be as addicting as gambling with people quitting their work and becoming detached from society. Call of Duty and Modern Warfare are not seen to require much skill to play as you need a steady hand to shoot, but it's a pointless skill that doesn't help you in reality. If you become top of the leader board at shooting in the game but then come to handle a gun in reality you wouldn't know how to use it properly. Most games these days either board games or computer games are not relevant in reality and you don't gain any skill to use day to day.
Play and playing games that are relevant isn't necessarily about what kind of game it is, although educational games do have a purpose to educate, but about the reason to play them. For example, to kill time on a long journey devices such as the iphone or ipad by Apple have various Apps to entertain for a period of time. For parents who have young children keeping them entertained and busy is important especially if the parent is busy with work etc. So in that respect, games are good to keep us occupied, to help kill time.
Games and playing them is, in a practical sense, a waste of time, money, skill and effort. But, its beneficial for the human mind. Its another way to keep our mind stimulated and engaged like playing a game of sport, but in a much different way. With playing games we adapt a new character and state of mind for both board and computer games. For computer games there are more and different elements than an board game. For example, large and different locations that can be explored. The human mind is vast and because of the power of imagination we can dream to be something we are not, to be some where we are not, to create something new and different. Computer games help stimulate our imagination and our wanting to escape reality even if its for an hour or so. Also, our need to compete, to be challenged, to somehow become better is helped fueled by gaming by getting points, high scores and unlocking achievements. Playing games can also be described as a voulintery work, spending time working through the game to give us pleasure. So overall, in someways games are pointless and a waste of time and money. But in others very beneficial. The amount of people around the world playing games, especially computer games is rapidly increasing; this must mean something, maybe the desire to escape reality is becoming an issue.
Caillois states:
A characteristic of play… is that it creates no wealth or goods, thus differing from work
or art. At the end of the game, all can and must start over again from the same point.
Nothing has been harvested or manufactured, no masterpiece has been created, no capital
has accrued. Play is an occasion of pure waste: waste of time, energy, ingenuity, skill,
and often of money…
As for the professionals – the boxers, cyclists, jockeys, or actors who earn their living in
the ring, track, or hippodrome or on the stage … it is clear that they are not players but
workers. When they play, it is at some other game. (Caillois: 1962: p.5)
Do you agree with Caillois’ ideas about waste?
Here is my answer:
In some respects, I do agree that playing in general and playing games is/can be a waste. But in other occasions it is not. In the occasions that it is a waste playing games they are gambling games such as bingo or slots where greed takes over resulting in loss of money and possibly debt which could then go on to ruin peoples marriage and family life. These sorts of games are a waste of time and money because the chances of winning are 1 in a million. Other games that are a waste are games like Call of Duty, Modern Warfare, World of Warcraft, Snakes and Ladders and Mine Sweeper are examples of pointless games. World of Warcraft is known to be as addicting as gambling with people quitting their work and becoming detached from society. Call of Duty and Modern Warfare are not seen to require much skill to play as you need a steady hand to shoot, but it's a pointless skill that doesn't help you in reality. If you become top of the leader board at shooting in the game but then come to handle a gun in reality you wouldn't know how to use it properly. Most games these days either board games or computer games are not relevant in reality and you don't gain any skill to use day to day.
Play and playing games that are relevant isn't necessarily about what kind of game it is, although educational games do have a purpose to educate, but about the reason to play them. For example, to kill time on a long journey devices such as the iphone or ipad by Apple have various Apps to entertain for a period of time. For parents who have young children keeping them entertained and busy is important especially if the parent is busy with work etc. So in that respect, games are good to keep us occupied, to help kill time.
Games and playing them is, in a practical sense, a waste of time, money, skill and effort. But, its beneficial for the human mind. Its another way to keep our mind stimulated and engaged like playing a game of sport, but in a much different way. With playing games we adapt a new character and state of mind for both board and computer games. For computer games there are more and different elements than an board game. For example, large and different locations that can be explored. The human mind is vast and because of the power of imagination we can dream to be something we are not, to be some where we are not, to create something new and different. Computer games help stimulate our imagination and our wanting to escape reality even if its for an hour or so. Also, our need to compete, to be challenged, to somehow become better is helped fueled by gaming by getting points, high scores and unlocking achievements. Playing games can also be described as a voulintery work, spending time working through the game to give us pleasure. So overall, in someways games are pointless and a waste of time and money. But in others very beneficial. The amount of people around the world playing games, especially computer games is rapidly increasing; this must mean something, maybe the desire to escape reality is becoming an issue.
BA1 - Research
Here I have done some research on the game Monopoly for the project. This was so we could get ideas from the style of the board, the mechanics and layout to apply and influence our project.
Monopoly was said to be created by Charles Darrow from Germantown, Pennsylvania in 1933 during the great depression. In 1994, he copy righted his idea and tried to sell it to Parker Brothers but they rejected him as they said it had 52 errors in the game. Later, he then hand made and sold 5,000 copies of the game to local stores in Philadelphia. With its huge success, Parker Brothers then bought the game from Darrow and became the best selling game in America in 1935.
But it has also been said that a woman called Elizabeth Maggie first created the game in 1903 which was called “The Landlords Game”. The game was designed to teach Henry George’s tax theory and did manage to go into production in 1906 but was not very successful. Parker Brothers did buy the game for $500, but they hold Charles Darrow to be the true inventor of Monopoly.
Monopoly was created during the depression and reflects on the current economic situation hoping to make it big, becoming bankrupt and taking risks. Originally designed for adults because of these themes and strategic thinking, it is now a family game that can be played by children as the real meaning and history behind the theme of the game is not as relevant anymore.
First Monopoly game board.
Monopoly board game by Charles Darrow.
Monopoly has gone on to be one of the most successful board games in the world being translated into 37 languages and sold in 103 countries. It has been spun-off as a game show in 1990, a card game, a dice game, turned into video games, monopoly themed slot machine, monopoly themed pin ball machine and has many editions such as star wars, spider man, Simpsons, army themed, sports themed and many more.
The game can have up to 5 players and a banker who monitors the game and distributes money. They each take it in turn rolling the dice going clockwise around the board starting on the GO section of the board. The aim of the game is to have the most money and for everyone to be bankrupt. If you land on a property that is unoccupied you have the option to buy it. Once bought if another player lands on that property they have to pay the owner a certain amount of Monopoly money. The properties are put into 5 groups and owning a full group will increase the amount of money people have to pay when they land on that property. You can upgrade your property by purchasing houses and then a skyscraper which also increases the amount of money you get. On the board you can also land on Chance which is where you draw a Chance card and you will either get something beneficial for you or something that will hinder you. You can also land on Go To Jail which sends you to Jail and you cant move for 5 turns. Unless on your go you roll a double then you can get out or if when you picked up a card that lets you out of Jail when you landed on Chance. The Free Parking space means that nothing happens to you. The Rail space takes you to a different part of the board bust costs you Monopoly money. If you land on the Electric Company, Luxury Tax and the Water Works you have to pay a certain amount of money to the bank. The Community Chest is like Chance, you draw a card that may benefit or hinder you. Every time you pass Go you collect Monopoly money.
The game isn't too difficult or too easy to play so adults and children can play together well. With a mix of skill, luck and chance it's a game that's different to play every time. Players can adjust the game by negotiating deals whilst playing about buying each others properties and trading etc. The game is also based in reality and real life situations with negotiating, buying properties, paying tax, going to jail and having dreams to make it big and successful.
The game can have up to 5 players and a banker who monitors the game and distributes money. They each take it in turn rolling the dice going clockwise around the board starting on the GO section of the board. The aim of the game is to have the most money and for everyone to be bankrupt. If you land on a property that is unoccupied you have the option to buy it. Once bought if another player lands on that property they have to pay the owner a certain amount of Monopoly money. The properties are put into 5 groups and owning a full group will increase the amount of money people have to pay when they land on that property. You can upgrade your property by purchasing houses and then a skyscraper which also increases the amount of money you get. On the board you can also land on Chance which is where you draw a Chance card and you will either get something beneficial for you or something that will hinder you. You can also land on Go To Jail which sends you to Jail and you cant move for 5 turns. Unless on your go you roll a double then you can get out or if when you picked up a card that lets you out of Jail when you landed on Chance. The Free Parking space means that nothing happens to you. The Rail space takes you to a different part of the board bust costs you Monopoly money. If you land on the Electric Company, Luxury Tax and the Water Works you have to pay a certain amount of money to the bank. The Community Chest is like Chance, you draw a card that may benefit or hinder you. Every time you pass Go you collect Monopoly money.
The game isn't too difficult or too easy to play so adults and children can play together well. With a mix of skill, luck and chance it's a game that's different to play every time. Players can adjust the game by negotiating deals whilst playing about buying each others properties and trading etc. The game is also based in reality and real life situations with negotiating, buying properties, paying tax, going to jail and having dreams to make it big and successful.
Bibliography.
Tuesday, 25 October 2011
BA1 - Research
In a previous post, I talked about some of my research in the concept design for the animals. here i am including the photo references that I used and looked at. Like I mentioned previously, I looked at the shape of the eyes, head, head to body size ratio, colour schemes and body shape to see what makes the characters so cute and appealing. I tried drawing in some of the styles shown below and then in the end combine styles to create cute characters.
These are the some concept ideas i came up with following the style of the images above.
.BA1 - FINAL WEEK!
Katie our team leader that was unfortunately very ill came in feeling better and had a look the progress we had made. We then re designed the game in terms of the layout and mechanics and did a test play. It was much more successful than the previous board and Lee and Dom did the final designs of the board. We then finalized our ideas for the aspect of the game including creature cards, tokens, good luck and bad luck cards. I am making the good luck cards and designing the backs of the cards. We settled for a simple star design with a simple colour scheme. We still have to finish some parts but after the new projects we are getting we will have time to finish and tidy up anything that is unfinished. When I have completed the card designs I will post them up. I was also ill during one day in the week, but I managed to keep upto date with any changes the group may have made, which they didn't. Unfortunately i missed contextual studies and have to catch up on that lesson.
Tuesday, 18 October 2011
BA1 - TEAM MEMBER DOWN!
Unfortunately for the whole of the week our team leader had fallen sick. So Dom took up the main team leader role and he did a very good job of it. Despite not having our team leader we worked well and got work done. I showed my research into different cartoon styles and everyone else showed their concept ideas. We decided that we would have a semi realistic style to the design of the animals and board. We have gone against the idea of building your own animal and instead are having human characters. We decided that there can be up to 4 players who collect animal cards that they have to return to their habitat; the board is split into different habitats- hills, river, coast, forest. I then went off to continue to develop concept ideas and Johnny went and created ideas for the human playable characters.
Here are my final concept ideas.
We played a game called Dragonology. You play a human explorer and you travel the world collecting cards that enable you to collect dragons. The person who collects 3 dragons first wins the game. We saw that this game is similar to ours and we decided that we could do a similar game play but with a few added extras. So Dom and Lee created a rough demo of the game and we quickly saw what was wrong with it. It was taking too long, boring and was a little confusing. With some more brain storming ideas they will refine the mechanics of the game and make another.
BA1 - Contextual Studies
In contextual studies we had to talk about games that made us feel emotion and the write about it. Here is my short paragraph on the game Snake, the game i was addicted to as a child.
It's crazy, It's insane. I'm addicted to going around again and again. I'm a snake to get the fruit, going around this little block, getting bigger and bigger every time i eat. This is fun i thought as it's slow and easy to start. But slowly it gets faster. Trying to keep up, left, right, up, down, side to side. Quick, quick! Keep up! Getting fatter and getting faster! I'm getting agitated, concentrating furiously on the game, lost in its little squares. All that matters is that i don't catch my own tail, to beat my high score. Left, Right, Up, Left, Down, Right, Up, Right. I need to keep up! I must win! Getting bigger. Getting fatter. Down, Left, Up, Right, Up, Left, Down, NO! Game over. I got my tail caught. Oh well, at least i beat my high score. :)
It's crazy, It's insane. I'm addicted to going around again and again. I'm a snake to get the fruit, going around this little block, getting bigger and bigger every time i eat. This is fun i thought as it's slow and easy to start. But slowly it gets faster. Trying to keep up, left, right, up, down, side to side. Quick, quick! Keep up! Getting fatter and getting faster! I'm getting agitated, concentrating furiously on the game, lost in its little squares. All that matters is that i don't catch my own tail, to beat my high score. Left, Right, Up, Left, Down, Right, Up, Right. I need to keep up! I must win! Getting bigger. Getting fatter. Down, Left, Up, Right, Up, Left, Down, NO! Game over. I got my tail caught. Oh well, at least i beat my high score. :)
BA1 - BEGIN!
On the first day of our project we were sorted into groups and given our briefing. Our brief is to design and create a board game. We have to take into consideration the market, the mechanics of the game, our target audience and the overall look and aesthetic of the game. We will then have to present our work to the class with a final playable board game and PowerPoint presentation. Our team leader is Katie, Lee is our environmentalist and works on the game mechanics, Will researches into facts and relevant information to put into our game, Pieter creates the instructions manual, Sam researches other games and other relevant information to help create the board game, Johnny does concept art for the playing peices, I work on concept art ans Dom works on concept art and the game mechanics. We got together and started brain storming ideas. In the end, we settled on doing a game aimed at children about animals and having to collect parts of animals and customise your own creature to a race to the middle. Before we started doing any proper concept work or game design we went off and did some research. We all chose a game to study and went off to find out about its history and mechanics and why it's a successful game. I chose Monopoly, it's one of my favourite games and is one of the most successful games in the world. Ill include the research in a later blog post. After the research we got together and continued to work on our original idea and figure out game play. We went off doing our own work/research, so i went and research different concept styles. We have chosen to do a cartoon/semi realistic style for the design of the board, cards and characters. So i researched different and appropriate cartoon styles to see how they were appealing e.g. eye shape, colours, body shape, head shape, size etc. Dom and I then went and created some rough concept ideas for the animals. Later in the week we decided that we would strictly use British wild life animals instead of a mix of animals or jungle animals. We saw that there were a lot of children's games that used jungle animals and not British wild life, leaving a gap open in the market for something of that type. We then decided to make it educational by including facts and questions in the game that you have to answer about nature, animals and wildlife.
Below is a page of ideas and some doodles some different styles. The snake is the big one and is my favourite and is done in my style. Was experimenting primarily with eyes making them large and cartoony.
Below is a page of ideas and some doodles some different styles. The snake is the big one and is my favourite and is done in my style. Was experimenting primarily with eyes making them large and cartoony.
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