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Overview
Card Design
Studio Tiles
Other Physical Media
Conclusion
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.
gameboard cards game pieces
game money game assets production board
game box game assets game tiles
game learning cards game box game manual
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.
OldScript
OldScript
OldScript
OldScript
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.
Studio
Studio
Studio
Studio
Studio
Studio
Studio
Studio
Studio
Studio
Studio
Studio
Studio
Studio
Studio
Studio
Studio
Studio
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.
OldStudio
OldStudio
OldStudio
OldStudio
OldStudio
OldStudio
 
Other Physical Media
 
This project opened a good exploration into materiality, given the different structures that were incorporated into the design. What resulted were products that have a good feel while still remaining in our budget.
 
Conclusion
 
"Production Nightmare" was a team based project under a tight deadline. For the time we put into it, I think the game came out pretty well. However at some point I would like to flesh out the game more in the future and polish some of the art and the gameplay.