Showing posts with label angry birds. Show all posts
Showing posts with label angry birds. Show all posts

Wednesday, 9 March 2011

Artefact 3: The results

Through testing/ redesigning the interface of angry birds combined with an art app I have discovered that simple, colourful graphics draw people into game apps however I think that the results point to me developing the concept so that the games can connect with it on a deeper level. This will allow them to form a deeper knowledge base of art through a fun activity. From the previous artefact it was evident that the students want art apps that don't feel like they are doing work, something they can connect over sociably.

This chart could point me in the direction of experimenting further with the user interface by exploring propelling weapon options.

Feedback-
Would you play this game based on the aim of the game? Why?
  • It's a challenge, to see if I could complete it.
  • Because of its simplicity and its longetivity, if made in a way angry birds is made
  • I'd be happy to try the game as the concept sounds interesting. Although I'd worry that it's only possible to draw parabolas of varying colours therefore making multiple levels would be a challenge (as they would all look like rainbows)
  • What happens when you get to Art School isn't explained, and at a guess it would just be the end of the game. Maybe if when you get to Art School you could unlock new art tools, levels or difficulties for the next time you play.
  • The challenge
  • Sounds potentially fun when understanding the objective.
  • Seems like a fun concept
  • as a gamer myself I enjoy really involved games where I feel apart of the game and become involved in its story line. this game would be more aimed at the casual gamer rather than the serious gamer stereotype.
  • because i want more colours and points, im a big kid
  • Not complex enough - theres not enough incentive to win.
  • because the aim is simple,its the doing it tht counts
Also the results from this chart suggest that bold graphics are a big part of gaming and for a successful application bold graphics are a vital part.





Monday, 7 March 2011

Art angry birds interface

I have created a user interface for an arty version of angry birds. The aim of the game is simple, you just have to shoot the right colour in the right place on the canvas to earn points. The more points you get the more art tools you gain. The challenge is to get the quickest time so that you can graduate from art school. Each tool that is fired from the canon has different properties so you'll never know how the texture will work with the canvas. As the game goes on, the compositions that you have to aim at on the canvas get more complicated. If you fail the level the game gets slightly educational and you have to answer a question related to the painting on the canvas in terms of formal elements (it will be well known).

Elements of the game:
The colour bar: you have to choose which colour as the menu moves.
The tools: as you go through the levels you gain rewards (the art tools)
The canvas: The composition you have to aim at. Get the right colours in the right place
The score board: compete against others and show off you high scores. Possibly compare the results of how the artwork has been changed.
The canon: Propel you art tool towards the canvas. It works through touch directing it.

Friday, 4 March 2011

Combing Art and Game

Wire frame 1: This is a simple art app that presents all of the elements to create art work with in the main canvas. Although there won't be as many formal elements to choose from this would be an easy to use app that is quick to use for ideas.
Wire frame 2: I have been studying what tools are included on art apps and none of them have a clear section for canvas types. I think that this is a very important aspect as it replicates what we do when we create physical artwork. One of our first thoughts as artists is what canvas we are going to use and what medium is going to be used on it. Inevitably this effects what the texture of the medium will turn out like. Art apps are lacking in this department, artists are looking for a product that is easy to use yet doesn't loose qualities that working in a physical medium would give you.

Throughout this wire frame I was focusing on how the formal elements options are presented.

Wire frame 3: This is a simple art app but I have focused on the menu as a scroll tool to the left and right so that the audience can interact with the tools easily rather than searching through a lot menus they have instant access to it on the user interface. The simplicity of this design would give artists a place to quickly sketch ideas and send them on quickly. I think that an older range of artists would be more attracted to this rather than art students (around 18yrs old).
Wire frame 4: This idea has taken a new turn away from a pure art app. Going back to my feedback from Ashfield School. I want to combine art and game as an app to attract young artists. I have based this layout on Angry Birds, as it was a very popular game amongst the students that they were easily addicted to. They said that they liked the simplicity of the aim of the game to aim the birds.

I think an art/game app could replicate this by introducing a canvas with a picture on that you have to recreate by slingshotting the paint. However before this the audience would have to choose the formal elements through the menu on the left hand side. I think that the students would keep more engaged with this than a pure art app. It would also introduce them to using the formal elements in a different way, in a form that they can connect to.

Additionally, I have created this art/game app in a horizontal format so that there is a bigger space to play about with in terms of the audience being able to control where the paint goes.