Wednesday, 19 May 2010

Free roam crit


So the post-final crit commenced, and shone a light on some issues I had considering the website, since I had been fussing and worrying over the design as a whole, especially with the colour choices. Only one conflict of opinion concerning the colour decisions, but some of the people in the crit group were part of the niche target market and got it almost immediately. This means that the website can now be ticked off the long long list of things to do, and now the focus can be back onto the packaging and the products themselves.
General feedback included:

  • Imagery relevant to audience/market
  • Mocks ups were too flat
  • All visuals are appropriate to brief
The mock up issue was due to me not having any printer credits, nor any money till payday on friday, which is a pain since I had alot of work to show, I did however make a PDF last night for printing at home, but its turns out no one can afford cartridges and no one was replying to my desperate pleas on facebook. I know alot of the work has been posted up, but heres what I should of had on top of the packaging mock and the print outs of the websites on my last post.






A major point that keeps coming out of the crits is that stock for packaging needs to be considered, so I need to clarify and capitalise on this by explaining what stock I will be using and why. 
Some helpful points to consider now:



  • Does the packaging really needs the console vectors on it, when it is obvious to the 'nerd' what console it came from, but rather look at how type based solutions with the inclusion of some 'engrish' relative to the game, that stays in with the design direction of the site to tie it all together. 
  • Some of the designs look too much like 'shit graphics' I should focus on using one colour per t-shirt, so it further extends the idea of exclusivity, as well as making my life much easier.




Friday, 14 May 2010

Packaging and Delivery

I forgot to post my method of distribution and delivery up, from the nets I did for shipping out the products. So here are the first mocks I did.










Getting somewhere....






These first 3 screenshots are mean to depict how the intro to the site's splashpage would open. The bars in the background would already be there, with the 8bit mountain range creeping in from both top and bottom. I prefer the type on this set of designs, as it is easier to align and fill. That aside, it could relate to a plethora of primitive games, rather than trying to reference specific games to suit the audience, this one seemed to suit a sweeping generalisation within my demographic.
Customers will have to literally press start for the site to open.


Instead of having the logo in the first few screens, they will be used as the selection highlighters, which means that the logo is iconic instantaneously, and upon selection the 2 letters then close the box up, hiding the type which then leads the customer on to a very brief loading screen.




A riddle bit of engrish here













Thursday, 13 May 2010

More Websites


This was a new idea for the splash page based on the previous design, after some reconsideration and a little bit of research, it became evident, even blatant that the majority of retro game screens are either black or very dark green. 





With this in mind the change from the white gives the site the feel it needs, with the correction of the logo (inverted the black) it has a much better impact. The proposal of a Galaga style game came to me when I was trying out typefaces and doing some 'research' playing Galaga and Space Invaders. Both incredibly popular and simple to create, thus the idea seemed something that would bode well for my target market as well as adding to the exclusivity of what the company has to offer.

The margins are in order as they because I accidentally moved them up and down so its created a downstroke effect similar to the scrolling of the game Asteroids, which leaves me to think if including/developing relative gifs for the project maybe something to look at, but not until the necessary work has been done to fulfill what I set out to do.

I dont think I was quite 'there' in terms of the impact of the site, nor in the look of the splashpage. There is no real sense of playing a game or the experience of playing a game here. I do like the layout and the placement of the 'press start' part however, but has given me a good starting point.



Some of the first type treatments I was working on, the statements are reminiscent of the terrible game names and poorly structured "engrish" (as mentioned in the previous posts) but obviously taking this as a structure for my paradoxical title screen menus. I wanted to leave the logo as just part of the spashpage, maybe putting it into context on the site at some point, as to remind the potential customer of what it is they are looking at, not just a silly parody of something they used to love. On the other hand, its exactly what Im doing.











I was definitely polishing a turd with this one, but I just wanted to get it out of my system. Why the sudden change in visuals? Well arguably there is a lot of negative space on a game screen normally, but since the advent of the early 90s games started to have a much more visual approach to their design, leaving backdrops lingering in the foreground whilst the ever dominant text stands proudly at the front. Its this focus on type as part of the image as a whole which has contributed to the art of game design. 
The type was a bad choice here. The impact is low, as well as having no clear definition. The choice of colours however, I think works particularly well and are the two most common colours from the megadrive and snes respectively (think fire levels, water levels, lava, skies, fire, red vs blue etc)


After a quick review of the type choices I had made initially, it became quite clear that I needed something with a heavy weight, dense stroke and a typeface that would be near impossible to avoid looking at, no matter the size.
I ended up going with (????????) since it fitted all of the criteria, and seemed to fit in with the rest of the type decisions I had made prior to making the site, with the uniformity evident through my range, products and distribution methods. Not entirely sure on the menu bar being red, but thats something I can tamper with tomorrow.



Instead of using something obvious like "what console do you want" or "what platform do you require?" I thought to carry on the quest theme I would include words like 'inventory', 'equipment', 'item(s)' and 'game select' to keep a feel that it is an emulation of shopping for clothes, since most men cant be bothered to go to the shops to get what they want. In the  case of gamers, this is almost paramount to their existence [being able to go online] is something they are more than accustomed to, so why not make it a much more fun thing to do?





The addition of a short loading screen before the next window loads was a last minute idea. I was on illustrator and had some of the icons from the Galaga-esque game at the start half coloured in. Fits in perfectly, but maybe adjust the icons, and just replace it with a more traditional loading bar.
I kept the inclusion of 'engrish' as subtle as possible in this set of sites, as it is something that could offend some of my target market, so by keeping it quite lo-brow I can get away with it.


This last screen was to get an idea of how the products would be laid out. I think I need to properly plan out exactly how the products will be displayed. Colours are working, but the background is something I need to have another look at.

Website development: First screens

Trying to keep in with


















Website development


Following up from the crit, I thought the best way to start doing the website would be to actually start doing some physical pen on paper layouts, since it would give me a much better idea of how the site is going to look. Since I only had one set of layouts that I had initially to finish off so I had something for the crit, I will be spending almost all the days leading up to the crit designing the website to make sure I get to something I am comfortable with, due to alot of the comments and feedback from the crit.


Here are some draft ideas I did last night, which I will be fleshing out over the today and tomorrow. Then review later.










Wednesday, 12 May 2010

Crit feedback; actions to take


Strengths:

  • Research is relevant and extremely focused.
  • Design development is extensive and coherent. The unified identity across the products are bold and the character 'costume' clothes would transfer well into physical products.
  • Logo development is strong, the work produced is appropriate to the target market.



Weaknesses:

  • More direct annotation on context blog to show how it relates to the work produced, need more reference to external influences, rather than relying soley on game-related ones.
  • Not enough exploration into packaging
  • Packaging should be scale, no specs
  • Website is far too clinical for target audience



Question feedback, and open discussion



  • Packaging: need to consider the size/scale of the boxes, the size of the order (if there is a larger quantity, how big will the box need to be) consider not just using the consoles, but based on in-game elements from the relative game. Embossing the console elements instead?
  • Label/sticker: for posting out to people should have all information on it, maybe incorporating the in game elements onto it.
  • Viral campaign: in-game jokes and simple imagery would work well, which could be sourced directly from the t-shirts
  • Website: should look more like a gamers paradise, not clinical and uninteresting. Based on game screens, adorned with things like Engrish (poorly translated Japanese to English) and familiar game imagery

Action Plan

  • Need to work on the website, the layout, navigation, and relative screens. 
  • Explore other methods of packaging, labelling and possible interactivity of the packaging.
  • Make a physical product (t-shirt) and scale packaging
  • Research game screens, download an emulator and take screenshots
Additional comments;

Pixellate the images for purchase, resolution increases when you click on the image

Sounds for purchase, or on site that are relative to the game.