SNSM - Game design
UX DESIGN
RESEARCH
Overview
As part of its fundraising campaign, I had to imagine and design a mobile experience to increase visibility and donations among a younger demographic. In order to correctly answer this brief I had to understand the brand, his value and create persona in order to make a good concept of fast, highly replayable mobile game.
The objectif was simple : Raising awareness on life saving reflexes at sea.
In order to do that I position the game on this principle : In order to survive at sea you need to know every danger and how to avoid it.
Research
Based on this research, we were able to establish a profile and an insight: "To save is to know the value of a life", enabling us to develop a game concept.
Once the concept was established, I had to design a user-flow in order to create the first wireframes. This allowed me to establish the various interactions and menus with which the player would interact during his session.
Design / Gameplay
Design : As for the design, I opted for something isometric, uncluttered and discreet, with fairly bright colors to contrast with the survival aspect. In addition to its charm and retro feel, isometric design is relatively simple visually and less heavy on mobile.
Gameplay : A shipwreck victim finds himself alone on the open sea. while waiting for help, he must survive in extreme conditions. To do so, he must take care of his vital signs (thirst, hunger, hp) by exploring his environment while avoiding dangers or obstacles.
Each game lasts for 2 minutes, making it quick and easily to replay. At the end of each game, the player receives tips on how to survive in these conditions.
The aim was to create a fun yet educational experience.
SNSM - Game design
UX DESIGN
RESEARCH
Overview
As part of its fundraising campaign, I had to imagine and design a mobile experience to increase visibility and donations among a younger demographic. In order to correctly answer this brief I had to understand the brand, his value and create persona in order to make a good concept of fast, highly replayable mobile game.
The objectif was simple : Raising awareness on life saving reflexes at sea.
In order to do that I position the game on this principle : In order to survive at sea you need to know every danger and how to avoid it.
Research
Based on this research, we were able to establish a profile and an insight: "To save is to know the value of a life", enabling us to develop a game concept.
Once the concept was established, I had to design a user-flow in order to create the first wireframes. This allowed me to establish the various interactions and menus with which the player would interact during his session.
Design / Gameplay
Design : As for the design, I opted for something isometric, uncluttered and discreet, with fairly bright colors to contrast with the survival aspect. In addition to its charm and retro feel, isometric design is relatively simple visually and less heavy on mobile.
Gameplay : A shipwreck victim finds himself alone on the open sea. while waiting for help, he must survive in extreme conditions. To do so, he must take care of his vital signs (thirst, hunger, hp) by exploring his environment while avoiding dangers or obstacles.
Each game lasts for 2 minutes, making it quick and easily to replay. At the end of each game, the player receives tips on how to survive in these conditions.
The aim was to create a fun yet educational experience.
SNSM - Game design
UX DESIGN
RESEARCH
Overview
As part of its fundraising campaign, I had to imagine and design a mobile experience to increase visibility and donations among a younger demographic. In order to correctly answer this brief I had to understand the brand, his value and create persona in order to make a good concept of fast, highly replayable mobile game.
The objectif was simple : Raising awareness on life saving reflexes at sea.
In order to do that I position the game on this principle : In order to survive at sea you need to know every danger and how to avoid it.
Research
Based on this research, we were able to establish a profile and an insight: "To save is to know the value of a life", enabling us to develop a game concept.
Once the concept was established, I had to design a user-flow in order to create the first wireframes. This allowed me to establish the various interactions and menus with which the player would interact during his session.
Design / Gameplay
Design : As for the design, I opted for something isometric, uncluttered and discreet, with fairly bright colors to contrast with the survival aspect. In addition to its charm and retro feel, isometric design is relatively simple visually and less heavy on mobile.
Gameplay : A shipwreck victim finds himself alone on the open sea. while waiting for help, he must survive in extreme conditions. To do so, he must take care of his vital signs (thirst, hunger, hp) by exploring his environment while avoiding dangers or obstacles.
Each game lasts for 2 minutes, making it quick and easily to replay. At the end of each game, the player receives tips on how to survive in these conditions.
The aim was to create a fun yet educational experience.