Time for innovations

04:40 cutscene-productions 0 Comments



When working on a long term project, of course the fundamental decisions are being made at the beginning of it. Nevertheless, during the whole process, some small changes, innovations and ideas might breathe new life into the venture. This blogpost is referring to those last-mentioned changes and ideas, as well as to the decision concerning the appropriate game engine.


Mode-play as challenge


As it was as told us in our feedback-session with Ms Pivec's husband, children love the challenge. They love to compare themselves to others, the love being challenged, anyway. Hence, we decided that in the beginning of the game, the player is given the decision of choosing between three modes: easy, advanced and expert. These modes differentiate into the difficulty of the mini-games. Moreover, a highscore table supports this "competition".

Which game engine fits best?


For "tba" no game engine, but a platform compiler will be needed. The game is made for iPhone will be available in the AppStore. Hence, the decisions concerning the operating system, the integrated development environment and programming language are the following:

Operating system: iOS
IDE: Xcode
Programming language: Swift





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Gender question

13:54 cutscene-productions 0 Comments

When designing a game, precise adjustment concerning the audience is essential. Hence, it is important to think about the exact target group, before making serious decisions pertaining to several design aspects. Here, gender specification or gender neutrality are two leading points that need to be thought about.

Reasons "tba" appeals its audience


"tba" is a game designed for children aged 8 to 10. Due to that, the overall-design is adjusted to that - simple, flat and modern, but as well lovely and appropriate for children. Especially the visual appearance of the game is well adapted for "youngsters": Fresh and bright colors, easily readable typography and no excessive and overloaded screens. The aim is to create an harmonizing interaction design which does not ask too much of the player.

Gender specification


Whether the player is male of female, he or she can choose between a male or female "avatar" which represents the player during the whole game. By reason of the fact that the target audience is aged from 8 to 10, these avatars are not created in a sexist way. Thus, the differentiation between the male and female avatar is based on the hairstyle.

Gender neutrality


In terms of game genres, "tba", which is a mix of role-play and puzzle, is gender neutral. 







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Creating a storyboard

12:33 cutscene-productions 0 Comments

First of all: a good screen and interaction design is not created within a few minutes. It takes time to think about the overall design and, after that, about numerous details that are all of high significance.This blogpost refers to the process of creating and developing a storyboard, as well as to the interaction design of "tba". It deals with the trial from first scribble to the final digital screen and describes how the storyboard of "tba" was developed. Moreover, the design idea behind the game in general is specified.

The design process


Manual scribbles



In the case of "tba", first of all, scribbles drawn by hand, we're created. These scribbles show the first idea of the potential screen design the game will offer. Furthermore, for better comprehensibleness, explanatory details were pointed out.

Wire-Frames



After this manual design step, so-called wire-frames, which are important in terms of user interface design and, as a result of that, user experience, formed the next step in the design-process. Here, the first design-idea, which was elaborated manually, was picked up and "converted" into a first digital black and white-version.

Final Screen



Based on that, the final screen was worked out, including map colors selection and specification, design-orientation in general - which was in the case of "tba" flat design - and further aspects e. g. interaction concerning the overall screen.

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Why our game is different

07:07 cutscene-productions 0 Comments

Competition, especially when it comes to gaming, is big these days. Hence, when conceptualizing a gaming idea, difference is essential. In this post, other games also available and dealing with the same topic, are described. Furthermore, points, why "tba" is different to them, are below-mentioned.



"Was weißt du über Ernährung?"

Designed and produced by Movisol



Description

"Hauptsinn des Essens ist es, uns zu ernähren, aber tun wir das auch wirklich? Wissen wir bei jedem Bissen, was wir uns da in den Mund stecken? Unser Körper braucht eine bestimmte Menge von Nährstoffen, um ordnungsgemäß zu funktionieren und positiv auf die Gesundheit einzuwirken. Das geht nicht instinktiv und ist nicht so leicht, wie es scheint. Um sich richtig zu ernähren reicht es nicht, einfach alles zu verschlingen, worauf wir Hunger haben, denn falsche Ernährung zeigt sich in einer schlechten Gesundheit. Mit diesem Test entdecken Sie die Kuriositäten und verborgenen Geheimnisse der Ernährung. Nährstoffe, Vitamine, Maßeinheiten, Rat ... Glaubst du, bereits alles zu wissen? Stelle deine Kenntnisse auf die Probe!"


"Nutrition and Healthy Eating"

Designed and produced by Tribal Nova



Description

"Get your child ready for school with Bo on the Go and these fun Science learning and educational games for kids in Preschool and Kindergarten designed for iPhone, iPad and iPod touch! Bo will lead your child through an exploration of the vast world of food! Through 3 fun games, your child will learn to recognize different foods and how to eat healthy. He or she will discover different games with Bo: distinguish healthy foods from foods that are not so good to eat, sort foods into their particular food groups to help the chefs prepare their magic portions, and select foods in order to create a delicious and balanced meal for the penguin's birthday party!"


"Das ist mein Essen - Ernährung für Kinder"

Designed and produced by urbn; pockets



Description

"Wie sieht eine Avocado von innen aus? Woraus besteht deine Lieblingsspeise und woher kommen die Zutaten? Warum müssen wir überhaupt essen und wie häufig isst du eigentlich was? Diese und viele weitere Fragen über Essen und Ernährung werden hier spielerisch erklärt, erforscht und gelernt! Kinder werden mit dieser zu kleinen Ernährungsexperten. Plötzlich wird der Teller leergegessen und neue Lebensmittel probiert - und anschließend in der App dokumentiert!"


Why "tba" is different

No narrow-minded learning

When playing "tba", the players should not be given the feeling of sitting at school or being forced to learn and study. Due to that, the information and learning content "passes into" them whilst playing.

Amusing and easy-to-play mini-games

Entertaining the players, especially when they are children, is quite important. Hence, all the mini-games are based on a plain and easy controlling, which enables the player to enjoy the game without having to read filling pages instructions.

Child-friendly interfaces

No excessive screens that may confuse the player, no "overkill", no hard-to-understand interfaces - Just a simple, modern, lovely and flat design that does not overstrain the player's senses and perception. 








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Welcome to our team

05:11 cutscene-productions 0 Comments


Due to an unexpected breakup of another team, Cutscene Productions is now enriched by a new member. The whole team is excited about the collaboration with Diana Bobb, a women from Vorarlberg, rich in ideas and excited about the upcoming work.

Nina Huber

Game producer and manager


Responsibilities: 
Developing the concept and idea behind the game
Designing the blog and writing and organizing the blog posts
Super-visioning the sequences of operations

Skills:
organized, precise, design-affine


Denise Danninger

Game artist and modeler


Responsibilities:
Designing the digital artwork
Developing and conducting the design for the booklet
Planning the Corporate Design of the Game

Skills:
experienced and highly skilled in graphic design


Birgit Wilfling

Game programmer and designer


Responsibilities:
Developing the concept and idea behind the game
Drafting the the individual screens manually
Doing the conception of the mini games on paper

Skills:
literate, imaginative, reliable


Diana Bobb

Game analyst and tester    


Responsibilities:
Analyzing the concept in all its stages
Thinking about potential improvements
Testing the analog and digital interfaces

Skills:
humorous, analytic, critical

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