Charlotte Strethill-Smith

Digital Media Design Student

Design Changes — March 15, 2015

Design Changes

Our groups idea has now developed into a tapestry style storybook. We thought children would relate more to a game which had a story and we could get the idea of the Magna Carta across more. We decided the game needed to resemble tapestry to link it to the cathedral and the tapestry found there. We have carried on developing the pixel style and I think the individual pixels could represent the bare threads in tapestries and the blocky edges of objects you see when you look at a tapestry up close. I put together a quick sheet of references and used a pastel colour palette. We wanted a sense of day to night as you progress through the game so chose darker colours at the start to be night then bought in orange and yellow tones for sunrise, blues for day and pinks for sunset. We also wanted it to be dark the beginning to represent the villages in a bad state which will then move to brighter colours after the Magna Carta is signed to show a transition as laws are made.

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I started working on some buildings and natural structures for the background in this style. However, it became clear I was putting too much detail into each object and whilst I was working at a steady pace, I was still taking too long on each asset. I think the only way we can carry on with this style is if we had a lot more time. It became clear at this point we had set ourselves a very ambitious project for our first time designing and coding an iOS app. To resolve these time issues we are revising the design so as to complete everything we set out to do in the time and iron out any kinks.


Project Management Methodologies — March 6, 2015

Project Management Methodologies

Our group is looking into different methods we can manage this project. Some methods are:

– Waterfall: This traditional method is a structured and sequential process. It splits projects into short numbers of large stages which include; research, requirements and scoping, design, development, testing, deployment. However each stage cannot be properly commenced until previous stages are complete. This makes this method inflexible as it is difficult to go back to previous stages when a problem arises.

– Agile: This is a more flexible and modular approach, broken down into smaller and numerous iterations called sprints. This is better for short term projects as the stages and milestones are based on weeks opposed to months. Changes are easier to implement and lessons are learnt quicker.

РLean: This method applies to teams looking to introduce new products or services to market. It uses business hypothesis and driven experimentations to shorten product development cycles.  It also involves putting a bare minimum product out and then using feedback given to release updates based on that feedback.

Seeing as our project is a short live brief which is prone to change timescales at little notice, an agile method is preferable in our case. We are looking at various time management options such as using an online whiteboard to organise what we need to do, what we are working on and what has been completed for each week.

Forming Groups and Initial Idea — March 1, 2015

Forming Groups and Initial Idea

To form into groups our course laid out the mood boards of everyone who wanted to be a group leader on the floor. The rest of us then laid our mood boards underneath or on top of the idea we felt we connected with. I went with a group that were interested in a game design too and where the group leader had researched similar games to me. In hind sight I should have chosen based more on the research and style I wanted to follow rather than whoever wanted to make a game. However, I feel the group I chose had a very similar ideology of the direction we wanted to take the app.

We had our first group meeting shortly afterwards and put our mood boards together. Our group leaders idea was very similar to my original idea before I changed it as it was too ambitious. I bought up the idea of trying to simplify the game as much as possible with concerns of ability and timescale. The group agreed and we decided on an initial idea of a platform runner in which the main character would be going around the country delivering signed copies of the Magna Carta. We wanted the game to have an element of difficulty to it and discussed briefly the idea of jumping over obstacles and possibly more obstacles and a faster pace as the game progresses. Whilst this may appeal to older children who have more experience playing similar game apps on their phone, our target audience is aimed at 7-10 year old children and this may be too difficult and less of a learning experience for them. However, we chose a game to appeal more to the target audience and make it more of a fun experience.

We were undecided on the style choice but like the idea of a style such as the game Monument Valley ( This game features a beautifully designed colour palette, which we feel was bright enough to appeal to children but not too bright as to not be able to fit in with the exhibitions colour scheme. I also suggested a pixel art style which could appeal to children and also create a uniform style for the group. This style could be easily replicated with a grid and keep the same dimensions for each object and character. I also felt this style would be easy for everyone in the group to do and would allow for everyones work to flow together without looking too dissimilar.

Here are some examples of styles and colours we were interested in using. I personally felt the dark blues and purples with the contrasting accents of orange and brighter colours would match with the cathedrals royal blue they are using.

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