Safety Scenarios is a 2D spot the hazard game responding to energy Queensland, Safety Heroes as a “easter” egg type mini-game. The game is directed towards young primary school students, having vibrant and cartoon aesthetics. The purpose is to educate and direct our targeted players to learning about potential electrical hazards in an interactive manner. Through this, the gameplay will include identifying potential electrical items that are dangerous, then solving them with the correct response. Safety Scenarios is intended to be released on mobile, with the adaptability for other platforms such as consoles or PC.
Game Design, Development & Balance
UI Design & Development
Art Design & Development
UI Design & Art Design
Intuitive UI creation & implementation
Working with an Industry
Design Pillars
Artefact #1 Personas
According to the brief, our targeted audiences are younger children at primary school grade 1-6. This means that our game cannot be at a complex level and that the puzzle design should cater towards their learning styles. Our chosen personas will be at the older spectrum, around age 12 which is at grade 6. Children at this age typically find reading/research boring and unmotivating, which is an important personality to consider. Our response is to create an interactive game that possesses both the fun aspect and educational value.
Artefact #2 Gameplay Loop
The core gameplay loop showcases the important sections of the game throughout its play through. The intended PX goal is to make the player feel vigilant and enthusiastic. By introducing an infinite scaling mini-game, the player is to quickly scout the rooms of a household and locate potential dangerous hazards before the game is over. The idea is to induce small amounts of stress to keep them engaged all through the game. This will adhere to our PX goal by keeping them vigilant and enthusiastic.
Artefact #3 Level Design
There are no innate levels within our game, but there are several rooms that the player will have to constantly be aware of. Our main challenge will be scaling the difficulty of our puzzles instead. As the player reaches time milestones, the game will become faster and challenges will increase in difficulty until the player can no longer keep up. High scores will be used for replay ability.
Artefact #4 User Interface
The quality of our User interface should be fairly simple, with cartoon graphics suitable for young children. We do not want to overload the screen with many functions as that may reduce the level of engagement and that our players will struggle to remember every element.
Artefact #5 Mood Board
Artefact #6 Paper Prototypes
The paper prototypes perfectly envisions how our game will function from the perspective of our players. This allows us to focus on the detailed mechanics of the game and keep the team informed on what to implement onto our final game.
Artefact #7 Gameplay storyboards
The storyboards illustrate the general look of the game interface to provide an understanding on what the final game will be. This will be helpful for the art department to digitise the game backgrounds/models and for the team to understand what environment they are working with.
Artefact #9 ScreenFlow Diagram
A screen flow diagram shows the required screens and the transition between them. The transitions will be caused by a trigger in the form of a button. Our mini-game will be in the form of a repeatable game that returns back to the home screen after game over for the player to play again. The diagram will be used as a medium for development of the actual game.
Artefact #10 Concept Art
Concept art represents our game’s general look and feel, covering a wide range of artistic models and sprites used for the interface. Concept art, although may be subject to change, is beneficial as a foundation of what gameobjects we are to create and use. These art may also be used as the final version after digitising.
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