This entry will emphasized towards detailed rationale for each of the 3 ideas proposed.
IDEA #1: KEV-4 and Dom’s Whimsically Great Escape
IDEA #1: KEV-4 and Dom’s Whimsically Great Escape
Concept:
This first idea’s concept is to create fresh genre of screen-sharing
co-op games.
Genre:
A action and puzzle co-op game that requires Leap Motion to
play and consist of 2-players co-op feature which each player will assign a
role such as moving, and another will grab objects.
Target Audience:
Arcade player
VR Player
Gamers whose fond to VR and screen sharing co-op
Core Experience:
The core experience is to create the sense of friendship and
teamworking with nemesis relationship.
Objective:
Create a new kind of co-op game that requires to work
together within 2 different characters that have their own respective perks,
such as one have the ability to grab and interact stuff while the other one
able to move and jump.
Storyline:
Dr. Dom is a scientist who obsessed with building bio-robots
with unbelievable powers. Amongst the most advance robots, KEV-4 is also a
bio-robot boy but with no legs or at least less advanced like his supreme
siblings. One day, the government announced an attack on Dr. Dom works and his
lab for illegal technology advancements fearing it might potentially start a
robot war. All the bio-robots was destroyed except for KEV-4. Before KEV-4
crawl his way to escape, he saw Dr. Dom being arrested with handcuffs. To
protect his creator, KEV-4 uses his telekinesis hands ability to help Dr. Dom.
Now the facility is filled with military and Dr. Dom’s is stuck with his not so
fond bio-robot, KEV-4. Dom must protect his only work, KEV-4, to escape the
facility. Since Dr. Dom’s hands are handcuffed, Dr. Dom must work with KEV-4,
whose has no legs but with special hands, to escape the maze-liked facility.
Market Needs:
IDEA #2: Time Is Your
Enemy
Concept:
The second idea will emphasize on narrative in a typographic
world. The storytelling will relate to life and aging, and how an individual
must keep on moving to outrun death and overcome failures.
Genre:
It will be a cinematic 3D side-scroller which involve button
mashing to run faster/increase will power and it will have 2D pixel sprites in
a 3D environment with typographic obstacles. Player will advance to the next
level with difference challenges such as aging gives you less motivation and
college life gives more challenges related to assignments and deadlines.
Target Audience:
Indie gamers
Young gamers
Casual gamers
Core Experience:
The core experience is to gives an awareness of “Life is
Short” and “Difficulty Overtime due To Age”. The button mashing gives the sense
of anxiousness as that features motivate the character in game to increase its
will power.
Objective:
Side scrolling gamers are more attracted to good visual
side-scrolling games where they have higher chance to be hyped on instead of
storytelling. I speculated that side-scrolling games require a good first
impression so that they’ll be played for the story after that. Thus, I want to
create a new kind of visual treatment to this side-scrolling genre, such as
pixel sprites in 3D environment and typographic obstacles.
Storyline:
James is you. James was born in 1970. After his birth, he
must achieve to be a good and disciplined son. In this age, James have no issue
with issues as it’s easy to be overcome and his small goals aren’t that
difficult. James is now a college student. He must go through student debts,
assignments, deadlines and his family whose having issue with financial. His
will power is now drastically lower than when he’s just a kid. If he fail this
journey, he will have a bad future. If James does fail this timeline, James
will have to go through harder obstacles in his 80’s. In his 80’s, his will to
live is dramatically low. If James didn’t fail in his college life, 80’s James
able to easily go through his 80’s live and dies a happy man. If not, he’ll die
in debts and regrets.
Market Needs:
The key of a good side-scroller is FLOW. Which means that
there’s no complication in controls and the fluid-ness of the controls helps
improve the flexibility of the gameplay.
IDEA #3: Vitamin D Tracker
Concept:
A functional badge that collects amount of sun exposure and
sends the data to an app that measures the wearer’s amount of Vitamin D.
Genre:
A tool that is utilized to improve the wearer’s health in a form
of data tracking. The badge can be placed anywhere ranging from backpack to
shirt, as long as it’s not shaded from the sun.
Target Audience: (instead of focusing fitness consumer, I
focused on this list of audience instead)
Hardcore gamers
Office workers
College students whose too busy with their assignments
Core Experience:
Its core experience is to create the feeling of awareness
and healthiness. The app will alarm the wearer when it reached the optimal
Vitamin D to indicate the wearer that they’ve sufficient sun exposure for a
day. The functional badge was intended to be low profile and encourages people
to use, instead of a Vitamin D tracker product “E-Senses” where they used a
bulky ring to obtain the sun data but it’s accurate since it’ll get the skin
tone for personalized goal. The app will too have that skin tone feature and a
spectrum of progress of Vitamin D collected on that day. Since
fitness-orientated preferable to have their product to be accurate, this
product will be less accurate for the cost BUT it’ll encourage gamers, for
example, to use it since accurate data isn’t their main concern if this product
can roughly tell the data in a limited spectrum of data to be displayed.
Objective:
The objective is to create a Vitamin D tracker that’s low
profile and straightforward so that it’s target audiences will most likely to
use this product.
Market Needs:
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