Category Archives: Uncategorized

MARKETING & PROMOTION

A lot of the marketing is going to take place in the internet, since most of the children and young teenagers are spening a lot of time online. So it makes it possible for us to reach a lot of those “digital natives” as they are called. Facebook is also going to be a huge part. And of course through Apples AppStore and Androids Google Play.

PEGI:
Any game that would normally be rated at 3 but contains some possibly frightening scenes or sounds may be considered suitable in this category.

ESRB raint Everyone:
Content is generally suitable for all ages. May contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.

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Poster

Poster

App Advertising

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FEATURE SET

The game is designed for Apple and Android Tablets. It uses the big touchscreen as a navigation tool to guide the gamer through the game. Since it are mostly kids, who will be playing this game, it was important to make it as easy to play as possible to let them focus more on the content and less on the navigation. So the character is moved simply by pressing an arrow on the touchscreen, which points towards the direction the gamer wants to go. Concerning the games music, there should be an easy-to -listen kind of background music and another on, which gets a little more intense, if the gamer is in a emergency situation.

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SCREENS DEVELOPMENT

In-Game Screen

Since our target audience are rather young children an young teenagers, the screendesign offers a variety of colors.
Letters are bigger then usual to make sure even children who don’t read perfectly yet, have no hard time reading it.

The player walks through a fictitious street in a small town. The game follows a linear structure where the player can only move from right to left and vice versa.
If the player gets into a rescue-situation the perspective of the game turns into a third person perspective to have a better overview.

 

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The timeline shows the player how much time he has left and how much points he earned, helping people in an emergency situation.

 

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FIRST SCREEN LAYOUT

Menu screen

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Credits Screen

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SOS – First Aid

 

Our Device/App Sore Icon

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Characters

The main characters and the world surrounding the screendesign. They are designed in a comical way to attract our main target audience.

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STORY BOARD

ABOUT THE GAME

The setting is in a fictional small town with two main characters to choose from. Either a guy named Simon or a girl named Sara. They get a call from a friend, who wants them to accomplish a specific task. The gamer agrees and hits the road. Soon he is faced with his first emergency situation. There are people moving on the street, but there’s this one person who acts different than the rest. He seems to have a problem. So the gamer gets encouraged to approach him and to take a look, if he might can help him.
So the main story gets interrupted by a minigame. The user gets a few suggestions what to do and if he answers right he gets extra points. If he needs help, he can make use of an info button which shows him how to deal with this specific emergency situation.

For instance: The main character passes by a man, who seems to be choking on something. The gamer approaches him and gets confronted with his situation. The interface turns into anouther perspective and the gamer has to decide between different choices. In the end he has to do a Heimlich Maneuver to help him., which is done by swiping on the screen.
Concering the interaction the user controls his character with simple arrows from left to right. During the minigames the game interaction turns into point and click.

The tutorial takes place in the following way: Before the user gets to know, how his task looks, he finds himself in an every-day situation in the kitchen. Unfortunately he cuts himself and has to decide, which tools to use to stop the bleeding, in the same way as he has to do it later in the game in emergency situations.
The game has different levels, which depict various day-to-day situations, like going to the grocery store, to a concert etc. For every good action the user gets extra points,  but if he decides the wrong way ther’s a point deduction. But he must not forget about the time he has. The more time he has got left after every level, the more points he earns.

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GAMEPLAY CONCEPT

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SOS – First Aid is an iPad-Game with Adventure characteristics, which gives the gamer an understanding of the serious topic First-Aid in a playful kind of way. It should provide the basic knowledge, which could be used to act right even in real-life. The intuitive game takes advantage of all the features of the iPad. At the beginning the user chooses one of the main characters, who has to deal with a seemingly everyday-life situation, but as it turns out he has to face various challenges on his way, which are about helping people in emergency situations, which could occur at any place at any time.

GAME LEARNING OUTCOMES

Since first-aid often is a rather dry-witted topic, our goal is to make it a funny topic to learn, without forgetting about the seriousness. Throughout the game, the user acquires more and more first-aid knowledge. Starting with the basics to proceed to more advanced techniques. This knowledge could maybe come in handy in real life, when the gamer is confronted with a real emergency situation.

TARGET AUDIENCE

Our target audience are children 7 years of age and over, who are familiar with using computers and tablets. But even the ones who don’t have any experience should have an easy access to the game. The game should attract children with it’s comic look and a simple story.

GAME FLOW CRITERIA FOR PLAYER ENJOYMENT IN GAMES

> Concentration
For the concentration in our game is important to should quickly grab the players’ attention through funny elements like the characters and the bright colors  and maintain the player’s focus throughout the game.

> Challenge
The game should provide new challenges at an appropriate pace and should provide multiple stimuli from different sources. In our game, it happens by a minigame that interrupt the main story. The user gets a few suggestions what to do and if he answers right he gets extra points.

> Player Skills & Clear Goals
The game should include in-game help so players don’t need to exit the game and should be rewarded appropriately for their effort as their skill develops through the game. If the player needs help, he can make use of an info button whack shows him how to deal with specific emergency situation. For every good action the user gets extra point, but if he decides the wrong way ther’s a point deduction. The overall and intermediate goals of the game should be clear and presented early in the game.

> Control
The player should feel a sense of control over the game interface and input devices. In fact, the game follows a linear structure where the player can only move from right to left and vice versa with arrows.

Feedback
The player should receive feedback on progress toward their goals and on their actions. The players should also always know their status, health and score. The timeline shows the player how much time he earned, helping people in an emergency situation.

Social Interaction
The game should support social communities inside, and our Facebook page is also going to be a huge part.

Our Team

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Game Producer/Manager
Micol Magnani

Micol Magnani “I decided for the role of the manager/producer. I oversee the video game’s development, from concept to shipping, I’m responsible for lead and organize multiple projects, coordinate the staff, maintaining a budget and make sure a project stays on schedule. My business is also to pull together the resources, the game designer, the analyzer and the programmer, needed to create a game. I’m high organized and motivated to cover this role. In addition my others attributes are my ability to work with people to pull together different teams and ensure that they work alongside toward a common goal.”

Game Artist/Modeler
Leo Dodlek

Leo Dodlek “As a Game Artist, I devise new computer games and I define in which way the game is played and also the game experience. I also develop how the characters will looks like and the whole game graphic design. I like draw and sketch some new ideas or concepts of the game. I’m very creative, I have lot of imagination and I present always original drawings for the game develop.”

Game Programmer/Designer and Analyst/Tester
Maximilian Schmid

Maximilian Schmid “My main tasks are to develop the gameplay, the rules and the main structure of the game and to provide the codebase to make sure the game works in the way we want i to. Later on it is also my job to analyze the game and how it is working in practice, so that i can find the main problems, which have to be eradicated.”

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