Contributors
Stephan Church - Game Design / Visual Design / Script Writer
Thomas Honeycutt - Game Design / Visual Design / Script Writer
Timeframe
Oct - Nov 2018
Programs
Illustrator | Photoshop
For my final Sophmore project. I worked with Thomas to build a boardgame
that teaches the basics of animation production through a gameplay hook. We wanted to focus on the frustrations
of building a working season of animation under a constant time crunch, price constraints, and unaccounted problems.
The game takes a humorous perspective to animation production in the presentation of animation scripts and their disconnection
to each other.
Card Design
Introduction
Our designs model was a three image storyboard on a slip of paper.
There is an unfinished quality to the storyboard design to help create the sense of a first draft script. Thomas and I split the work for
creating the visuals for these cards; for the purpose of this portfolio I have only included my work below.
Card Iterations
Thomas and I had different visions on what the final card should be.
Thomas focused more closely on theme while I was more focused on creating a clean design. The final
result was a compromise, more closely mirroring Thomas's vision.
Studio Tiles
Introduction
We wanted to differentiate the studios from the scripts through sizing
and materiality. the studios were meant to represent something more concrete so we went with a heavier material. We ended
up using cut artboards. Because of the increased weight, a smaller size naturally fit for the tiles. This created a good
feel and allowed for easier storage.
Tile Iterations
We focused on the arrangement and hierarchy of the information presented for the design iterations. Early on we considered representing the studios showing
the inside of the studio at work. This was quickly shot down due to time constraints.