Paper Prototypes
Above are the paper prototypes for the opening page for the game on the top left and on the top right the main menu.
Below this I included explanations of each button and function as also the direction it takes you to.
I have done this on the back of each paper illustration in a form of annotation for each page.
Initial Idea
Above is my first hand rendered drawing of my initial idea for the game. Here I have decided that the game will be played horizontally.
Design of my first page and menu buttons and display concept.
Each planet represents a level.
Figure 2
Figure 1
In Figure 1 the planets are grey. This is what the player sees when they are new to the game and the levels re not unlocked yet. As thy progress in the game they start to unlock levels, then the planets start appearing with colour as seen in Figure 2.
I have made the illustrations realistic reflecting on realistic existing images of planets Using Adobe
Illustrator. I have made sure i hid the content for new players is to keep them guessing and surprised as they unlock levels. This is a planned decision I have made as a designer to trigger the feelings of surprise. Each level will be loading an animation of the planet will appear with a useful fact in the centre of the screen. GIF created via Photoshop
Initial Idea
Below on the left are the initial drawing plan for the function of the actual gameplay.On the left are small screenshots of how the game will look on each level, the rocket will be the source of travel throughout the game. The arrows indicate the available movements in order to
Figure 1
Figure 3
Figure 2
Figure 4
Figure 5
complete the level. Also there is a concept of having lives represented as heart shapes. When you loose a life the look of the rocket will be damaged each time.I have made paper prototype Figure 3 and digital versions Figure 2 of how this will look.
Figure 4 shows the starting point of how the rocket looks when starting the game. The GIF shows the animation that will be applied to show sense of movement through space.Figure 5 shows a GIF of the stages the rocket's aesthetic being changed by each live lost.Connotations of colours blue being calm and red showing danger and black showing defeat and death display obvious interpretations and feelings.
Visiting Science Museum in London Space Exebition
I had to visit the Science Museum of London to get inspired and to have a look at real life examples of space and astrounouts. Below are some images and videos that relate to the theme of space and how it is understood and presented. On the right I have created a female and a male character to lead my game as mascots.(As a designer I need to include both genders to broaden the audience relateability and personalisation.
When looking though the museum I was searching for three main things which is the astronaut for the mascot of the game. Models of ships and spacecraft in space, and the presentation of planets.To acheve a close realistic perspective of space represented to the public.A theme of a dark setting and backgrounds created a dark atmosphere and enhanced the elements shown. I will use this in my game to portray emptiness in space.
As a designer I need to create the atmosphere as well as the visual codes and conventions.
This creates a sense of educated background and facts.
Conditional Design
Authorship Interaction
Final Project
Theory
Essay


‘Learning by playing games according to this view(1) is a process of constant practice and interaction in progressively more challenging tasks through which players gradually reveal underlying sets and systems of rules.’

‘Games and learning’ Richard Sandford and Ben Williamson
Johnson, S (2005). Everything Bad is Good for You: How Popular Culture is Making us Smarter. London: Allen Lane/Penguin.
‘The experience won’t actually occur if the audience doesn’t engage it.’
Brandon Rickman Replay; Game design and game culture’ P13
Above is a digital version of the game personalisation options. Weather you are a female of male. A sense of personalisation though choosing you gender and naming your character. This also changes the colour theme of your character based on gender options. This makes the user think that they are in control and the game is now by your name and gender.However this is an illusion to make the gamer feel welcome and more included in the game. The sense of sharing your score though Facebook and friends makes the user think they are accomplishing a target to feel competitive.
Above are the rules of gaming and the level menu which are revealed as you play the game. By hiding the level content I create a sense of mystery and wonder for the player so they are exited to find out more and learn. Small captions underneath guide you on the actions you need to make to carry on the game.
‘The experience won’t actually occur if the audience doesn’t engage it.’
Brandon Rickman Replay; Game design and game culture’ P13
Conditional design is applied though options

Above is the gaming process and what you will see of the screen as you play, how your rocket will change every time you loose a live. Also the loading page before each game starts is with a fact, that creates further education possibilities for all ages.
‘Learning by playing games according to this view(1) is a process of constant practice and interaction in progressively more challenging tasks through which players gradually reveal underlying sets and systems of rules.’
‘Games and learning’ Richard Sandford and Ben Williamson
Johnson, S (2005). Everything Bad is Good for You: How Popular Culture is Making us Smarter. London: Allen Lane/Penguin.

‘Design is goal-directed play. Only our questions change. We no longer ask, “How does it look?’ or ‘How does it work?’ We are more interested now in the answer to, ‘How does it relate?’ Victor Papanek ‘The Green Imperative’ p.9 1995
By cleating bold action figures, with large actions , you no longer ask any questions but just do what the programme is coded to make the user do. This is spontaneous action to get a reaction. I will be using the platform of an iPhone and Android to represent my work as this creates a broad audience. Each illustration was made using Adobe Illustrator.

Existing similar game
Existing Game
Above I have found an arcade game existing called "Angry Birds Space" game which had a same design concept. Developer Email support@rovio.com it contains Privacy Policy by Rovio Entertainment ltd.
I was surprised that there were something similar to the game I thought of. This game is also played when you have the phone horizontally turned. You go though levels which are named the planets in the solar system. However this game does not educate about the planet. But it keeps the theme using the characters. This is a great example of an existing successful game.
https://play.google.com/store/apps/details?id=com.rovio.angrybirdsspace.ads
Development outcomes and Process
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