Showing posts with label Brief 09. Show all posts
Showing posts with label Brief 09. Show all posts

Tuesday, 20 March 2018

Submission

The brief required two submission boards that outlined the research and development of the game.  The following requirements have been taken from the project pack and have been followed for the submission.  



To start this process I wrote text for each of the elements we highlighted to be shown. Through tutor feedback this was then condensed to ensure the text reflected the overall nature of the game and allowed for focus on the imagery. 




Monday, 19 March 2018

Final Outcome

I arranged for product photographs to be taken by Charlotte Igoe. Charlotte is a third year photography student, expanding her skills with studio photography. This was a great opportunity to provide a product to photograph and receive high quality image of the final outcome. 










Thursday, 15 March 2018

Submission Preperation

Organising the video production was an area that filtered into my role within the group. This involved book a photography studio and contacting someone to film the content. 

A storyboard was developed with the other members of the group to provide structure when filming and editing the content. As Courtney has previous experience in video editing, this was something she completed. Feedback was given throughout the production of the video editing to ensure the content made sense and externals understood how to play the game.





Video Production:

The video content was edited and complete by Courtney. This is an area of her interest and whose skill set is appropriate for the task. Feedback was given which ensured that the video appearance was cohesive with the other aspects of the brand. 

The submission required two videos. 


1. Game Play
Courtney 1 from kathryn brown on Vimeo.


2. Advertising
Courtney 2 from kathryn brown on Vimeo.


Submission boards:







Monday, 5 March 2018

Production

My role: Produce 100 vector icons, using the original template imagery as inspiration. The illustrations were flipped so that when in play, the players would be able to see the design no matter where their position. 

Typeface:
This was experimented with and chosen by Emma. 
Experiments with back of cards designs:




Feedback:
- The lines represent the links made within the game but give it too much of a dot to dot appearance. This could give the wrong impression of the game.
- The colour scheme at the start of the experiments is playful yet a little childish. From a discussion around the colour scheme after seeing the initial experiments, the swatches were revised and a toned back colour scheme was selected. This was also informed by the colours that are currently trending in design. This gives off a more mature appearance to the game, appealing to the stated 16-25 target audience. 
- The pattern design is playful and is a style that is used on standard playing cards
- Using the name on the cards isn't necessary, there's room to be creative here 

Throughout this process group feedback was given to the designer of the back of the cards. Having experienced issues with double sided printing and being aware that the line up of the print is not always exact, I suggested we use a pattern design. A pattern can be placed full bleed and would ensure that the design retained quality even if there were printing errors. Through the feedback given this design also reflects the interactive fun nature of the game.

Packaging design:




Designs produced by Georgina, following the design elements that had already been decided. The net has been taken from the decided form of packaging.  Feedback was given to decipher the end result. Overall the feedback indicated that the use of two three colours in the packaging reflected the card design and therefore brought the product together. The original typeface used for the pattern of A's was changed by Emma. This was through the decision that the Hammersmith Regular typeface was to harsh due to the sharp edges. 

Rule writing/design:

 Original Rules



Typeface Experiments:



Final design:














Friday, 2 March 2018

External Play Feedback

External Play, 3 Players.

Feedback:
- It is hard to not say what the card is. To overcome this the word 'associate' could be said when placing the card down. When this was tested in the game play, the players expressed this as a positive change to the game. It did not affect the game play

Each of the below points need to be made clear in the rules:
- What happens to the middle card if it isn't picked up. In the play, this card is left in the middle for the next person who wins to collect.
- What happens when you put your hand down without saying
- What happens when you can't say a word thats in the word/image

From observing the game, the rules were at first difficult to understand. As the players began playing the game, this was no longer an issue. The players enjoyed the game and many rounds involved series of laughter. 

This feedback is essential to the progression of the rules as it ensures that the game is playable.

From observing the game play, the participants appeared to enjoy the process with numerous 'associations' resulting in laughter. It was also evident that the game was open to personalisation depending on which group of people are playing. 

Monday, 26 February 2018

Game Design Research

As a collective we decided to individually research various game designs and pitch a concept to the group. This allows for inclusion of all members research and thoughts behind the design of the card game.



My proposal was to keep the design flat and minimal, with bold use of colour to add fun and dimension to the design. This is a current style seen in some of the above examples. It also reflects current trends and therefore would appeal to the stated target audience. 

Rule Writing
Research:






Thursday, 22 February 2018

Game Play

Testing the game is one of the key stages in the game production method we are following. This highlighted the following issues with the game:
- More variation in words/imagery, need to be more current day
- There needs to be a phrase/word said by each player before placing the card down. This ensures all attention is being made to the game
- Consequence cards need to be more simple so that players take part in the tasks


Wednesday, 14 February 2018

Game Development

From the research carried out, the decision was made to progress with a card game format for the outcome. It is evident from the research that there are many board games on the current market. There are also a number of popular, traditional card games that require the use of a standard deck of cards. This identifies room in the market for a modern card game that attracts the 16-24 audience stated in the brief.

Snap + Through the Window = Associate.


Prototype




Rules:



This prototype allowed for the game to be played following the initial rules. The following adjustments/design decisions were made:
- Image and words on cards need to be reflected so that they are visible from any viewpoint of play
- The movement of placing cards needs to be stated in the rules
- Simpler consequences 
- Imagery/words need to be more challenging

Tuesday, 13 February 2018

Card Games

Snip Snap Snorem- 52-card deck dealt out between all players- The person to the left of the dealer lays down a card from their hand. The player to the left checks their hand for a card of the same rank and lays it down and says 'snip'. The second matcher shouts 'snap' and the third 'snorem'. - It is wise to play a card that you also have a match for- The first player to get rid of all their cards is the winner. To extend the competitive element of the game, there could be a consequence for not shouting the word or for shouting the word wrong

Snap52-card deck dealt out between all players- A family favourite game- Snap mechanic makes the game interactive and encourages the players to play at a fast pace

Through the Window


Cheat
- 52-card deck dealt out between all players
-  A turn consists of discarding one or more cards face down on the pile, and calling out their rank. 
- Play starts at Ace and continues up through the card rank 
- Cards are discarded face down, you do not have to play the rank you are calling. E.g if it is your turn to discard Sevens, you may actually discard any card or mixture of cards; in particular, if you don't have any Sevens you will be forced to play some other card or cards.
- Any player who suspects that the card(s) discarded by a player do not match the rank called can challenge the play by calling "Cheat!"
- Then the cards played by the challenged player are exposed and one of two things happens:
  1. if they are all of the rank that was called, the challenge is false, and the challenger must pick up the whole discard pile;
  2. if any of the played cards is different from the called rank, the challenge is correct, and the person who played the cards must pick up the whole discard pile.
This game has elements of thought and action process. All players much retain attention so that they do not get called out as a 'cheat'. 

Researching card games has shown that there is a key gap in the market for a verbal game which requires the use of a new, interactive set of playing cards for the modern audience. As the brief requires a reinvention of a traditional game for commercial benefit, the outcome needs to function with a new product. 






Tuesday, 6 February 2018

Group Idea Generation

Elements we would like to include in the game:



This meeting resulted in the development of a concept of a game. However the conclusion was made that this game was over complex for the requirements of the brief and all members of the team were not fully invested in the game. The continuation of the project will involve further research and another group idea generation. 










Wednesday, 31 January 2018

Current Games

What's working currently:

Pie Face
- Whipped cream or a wet sponge on the hand of the game unit and turn the handles. It could go off at any time, this is what makes the game fun 
- You score a point for every time you turn the handle without getting pie-faced. the one who scores 25 points wins
This game works because of the unknown element of when/if a person will receive whipped cream in the face. It is also humorous for all ages. 

Themed Cluedo
- Cluedo is regularly reinvented to keep up to date with the latest tv series/films. 
- The characters of the original game are changed to fit the theme
- Appeals to fans of the theme
- Keeps a traditional game current with today's trends
Having a theme to a traditional game keeps it current in the market and also means that it can continue to be released with each new theme. 


Ugg-Tect
- Challenges players to build a series of 3D structures while communicating only in primitive cave-man grunts
- If a mistake is main the player will receive a smack on the head from one of the inflatable plastic clubs that come with the game
There is a level of interaction with each other and the game, keeping the audience involved even if it is not their turn. 


Pandemic, Dead of Winter, Freedom - The Underground Railroad are games that are structured around an apocalyptic event. 


Catan
- Players are aiming to be the dominant force on the island by building settlements, cities and roas
- Each turn of the dice determines what resources the island produced. These are collected by players to build up their civilization and win the game
- The game has won awards due to its ability to appeal to experienced gamers as well as those new to the hobby
- Multiple editions to the game


Cards Against Humanity
- Each round, one players asks a question from a black card and everyone else answers with their funniest white card 
- The rules do not state how to win the game - the objective is simply to have fun
- The flexibility of the rules allows for players to incorporate their own

The Metagame
- An alternative to Cards Against Humanity
- 200 culture cards, 100 opinion cards
- 6 separate games that can be plaid with the cards
- 2 to 50 players

What Do You Meme
- Pair caption cards to make the best meme, as judge by a different player every round
- 3 to 20 players
- Adult content

Through The Window
- Card Game
- A simple game that can be competitive
- Each player receives 4 cards. The gamer begins by saying "I looked through the window and saw..." each player then turns over one of their four cards so all can see. Each player must try and say animal, object or place that begins with the same letter as the card shown.  For example if the card is an Ace players might call out apple, aardvark or Arksansas. The first player to call out a correct word takes the card.  The turn now goes to the player to the dealers left. The player follows the dealers lead and says "I looked through the window and saw..." and flips over one of their four cards for all to see. Each player creates a captured card pile separate from their original dealt cards. Play continues in the same way with each player taking a turn until all the cards originally dealt have been turned up and captured.
- You cannot use the same word or another word the same as another person
- The winner with the person with the most cards
This game can easily be adapted to suit various themes/added features to make it more current for today's market. 


Many of the researched games are structured around humour ad content that is appropriate for a more adult audience. 







Card Game Production

Shuffled Ink, 2017. 5 Steps to Creating Your Own Killer Card Game. 

1. Narrow down the theme
- Breaking the game down to the basics will all for a functioning concept that will ensure the idea will work in reality. 
- Research rules or additional elements that can be added to provide clarity

2. Write it down
- Rules, setting specifics, card design and other asthetics
- This will allow for elimination of areas of the game that do not work

Questions to ask during production:

3. Develop and test a prototype
- Test on a non biased target audience

4. Perfect your design
- Ensure the identity is unified across all elements of the game
- Font, colour palette, design style
- Create branding guidlines

5. Print and publish


Traditional/old games

Games mentioned in the brief:

Shove ha'penny
- Each player shoves five coins up the board in each tear. Each coin that is between or within the lines sores a point for that player. The scores are marked in the squares at either end of the bed. The aim is to get three chalk marks in each of the squares
This game requires the purchasing or making of the board. It is limited to a number of players due to the nature of the game. 






Hopschotch
- Traditionally a game that was drawn on the ground with chalk. It is more typically painted on school playgrounds. 
- Variations of the game can be made by changing the pattern of the squares or involving other rules.
- Thrown a marker into a square and hop over the square it lands in. Pick up the marker on the way back




Charades

- A single person acts out each syllable of a word or a phrase in order, followed by the whole phrase together. The rest of the group must guess what it is
- Variants; teams act out scenes together while the others guess



I-Spy

- 'I-spy with my little eye something beginning with...' Players have to get what the person saw.
- The simple concept of the game results in it being able to be played anywhere at anytime. The number of players involved in the game can differ to change the pace and interaction of the game. 
- How could this game be made into a product sold in the gaming market? 



Other: 

The Balderdash is a traditional board game that we have recognised as being traditional forgotten game however, has the potential to be popular in current day society. 

Aim: Not necessarily submit the right answer but submit an answer that tries to convince other people that your's is the correct answer.

Categories:
- Word: What is the definition?
- People: What were they known for?
- Initials: Groups and associates
- Movies: Brief summary of the film
- Dates: What happened on this day?


Considerations:
- Can be a long process game. This could be solved by having a shortcut to the game if the players wished to play a shorter version, therefore taking up less time

Evolution of game:
1984 - based on the public domain game Dictionary. The goal was to make up a definition for a word no one was familiar with in order to trick the other players
1991 - Balderdash Junior was released to make the game more accessible for children
1993 - Beyond Balderdash. An expansion/re-imagining of Balderdash which took the idea of the original game and added movie titles, dates, people and initials to the word definition. 

Reviews
+ 'easy and fun game to play. it made us laugh and added a little competition to the evening'
+ 'a good game to have a laugh and have some fun'
+ 'Adult humour and fun'
+ 'Bought this for an adult birthday gift'
+ 'Very quick to pick up'
+ 'Great easy game to play. You don't need any general knowledge just a good sense of humour and an imagination'
+ 'It is a different type of game and great fun for a group of adults as well as older children'
+ 'Without any flashy rules, game pieces, or pictures, Balderdash still manages to be one of the best board games I've played. It is important to keep the game simple so that it is easy to understand and time can be spend enjoying the game, rather than being confused.
- 'It can go on for a long time so we cute the game short'
- 'We did not use the board so consider it optional and not necessary' You want the board to be necessary so that the audience have to buy the game to play it.
- 'Difficult to understand at first. Once you start playing the game becomes clearer'

The majority of the reviews of the Balderdash game indicate that it is a humorous game that can be played with a variation of age ranges. There are comments that highlight the length of the game, suggesting that it could benefit from having shortcuts or a shorter end goal. Some of the negative points also address the understanding of the game. This depends on the company who has produced the game however is important to consider in response to this brief. The rules need to be tested with the target audience before production to ensure that it is simple to understand.


Similar/readapted games:
Query
- Players earn points for identifying the top internet search predictions and for fooling others into choosing their well-crafted answers
- This game has taken the concept of Balderdash and has adapted it to relate to current day. It is key in the response to the brief that the outcome does not resonate a similar nature of this game. The design also takes on a modernist approach, having a minimal design to ensure the ease of play. 





Balderdash Game Styles May Vary
- The rules of this game are similar/the same as the original however are worded in a different format
- Redesigned board and packaging
- Illustrative, playful, modern design

This is a modern version of the original game that has ben condensed, providing a short yet still fun game to play in a group. 









Telestrations:
- Each player begins by sketching a word dictated by the roll of a die. The sand timer limits the amount of time the player gets to execute their sketch. Once the timer is finished, each player passes their sketch to the next player, who must guess what's been drawn. Players then simultaneously pass their guess, which matches the original word, (or does it?) to the next player who must try to the word they see, and so on. 
- There is no winning element to the game, it is simply functioned around having fun 
- Inspired by Eat Poop You Cat
This game works around the element of fun between the group of players. As this is the only incentive to the game, it may lack a sufficient playing time between the age group for the brief.  

Spyfall:
- Played over several rounds to determine the winner
- At the start of each round, all players receive a card showing the same location. One player receives a card saying "spy" instead of a location. Players then start asking each other questions, trying to guess who among them is the spy. The spy does not know where they are located. 
- At any time, a player can accuse another player of being the spy. If all players agree with the accusation, the round ends and the accused must reveal their identity. If the spy is uncovered, all other players score a point. If the spy remains hidden, the spy scores the points. 
- This game has to be taken seriously in order for it to be completed. Although this is appropriate for the target audience, it has a different vibe to some of the other games explored. The direction our game could take is serious, tactical game or fun/humorous.

Go Fish, Card Game:
- 2/3-6 Players
- 52-card deck
- Goal of the game is to collect the most sets of 4
- Five cards are dealt to each player, all remaining cards are placed face down in a draw pile. On your turn, ask a player for a specific rank of card. If they have this card they must give it to you. If you get one or more cards from another player you take another turn. If you don't receive any cards, you must pick up a card from the pile
This is an example of a classic card game that varies depending on who knows what rules. The high level of engagement requires attention to be made however still involves an element of fun within the group due to the tactics required. 

Rummy
- 2 to 6 players
- A fixed number of deals or a game is played to a target score
- 52-card deck, low to high rank
- A different number of cards is dealt depending on the number of players. After the deal, the next card is placed face up on the table to start the discard pile, with the remainder of the cards being used as the stole pile.
- The object of the game is dispose of all the cards in your hand through melding or laying off. This is done by picking up and putting down another card.
- You want to have one sequence (e.g the same suit 4,5,6,7) and one group (e.g.different suit, 7 7 7 ). 
This is another example of a card game that requires a standard 52 pack of cards. This is something that every household typically has and therefore highlights that this is not an appropriate gap in the market. However, a game that requires cards that differ from a standard pack would address this issue and ensure that to play the game, the audience would have to purchase the item(s). 







A Crash Course on Game Design

https://boardgamegeek.com/thread/1018707/brief-crash-course-game-design-issues-processes-an

Oliver Kiley

1. Make note for the theme or mechanics
2. Design goals/gameplay objectives - what do you want the game to accomplish? player experience? choices? number of players?
3. Pace and how players win
4. Prototype - test the basic flow of the game
5. Internal testing. Make notes about what works and what doesnn't
6. Feedback; on ideas, concept
7. Document the design; write down the rules, develop the language and terminology used to communicate game
8. Graphic interface
9. Test game

This is a structure of game development that we decided as a group to follow. It ensures that all elements of a game are considered and tested. 

D&AD Hasbro, Course Collaboration

The Brief:
annotations of the brief have been made to document thought and considerations.

This brief will be responded to as part of a collaboration team. Due to the various aspects required for this brief (game design, packaging, video) it allows for each individual to take the lead in their desired area. Each of the members in the group have different strengths which are suited to this brief. This also allows for peer teaching and development, to strengthen individual skills through others.

This brief is current in today's trends as games are becoming increasingly popular forms of entertainment. In many independent cafes/bars there is the opportunity to play card/board games. This suits the social audience who go to such places. I also play a number of board and card games at social occasions and therefore have a personal interest towards this brief.  


Copyright Information:
- Protection will be available not for the idea of the game but for the way in which the idea is expressed i.e. the explanation of the rules and the design of the board etc
- Copyright comes into existence automatically with the creation of rules and design
- Advised to mark the rules and the board with the copyright symbol
- If someone else were to take the idea and produce a different game based on it, there would be no infringement of copyright
Key information when completing this brief as it is essential not to copyright a game. This would also not be fully responding to the brief. 


Outdoor games
+ Active
+ Getting people outside
- Not as appropriate

Board Games
+ Interactive
+ Play multiple times
+ Transportable
- If there are parts required, these can be lost
- Can be time consuming