Friday, 19 May 2017

Designing of the Board

The Game Board design was created to link to the final design idea for the Card, following the optical illusion approach. By creating a complicated game board layout we wanted it to connote the complexity of the course through the design of the game. 

Rough sketches to look at how complex the game could be without making it too difficult to be played. 


The 3D approach links well to the design on the backs of the cards, creating a form of consistency throughout the deliverables. The overlapping style of the board adds a form of depth, making the board more misleading to the eye and also more difficult to follow compared to existing game layouts. As the game represents the journey of Level 4 in the Graphic Course we decided alter the design and make it a game that ironically never ends, linking to the never ending flow of work and briefs handed in Level 4. 


When the design was scanned, I used Illustrator to go over the lines, and then refine and alter the shape, spacing and route of the game to make it correlate with our design idea. 


We decided to keep the content within the board very basic, so that the overall composition wouldn't become overwhelming. The game board consists of 3 elements, the rainbow wheel , the pick and card space and then roll again space. These elements are very easy to distinguish and will be identified in the Games Rules.
The overall design itself is both complex yet simplistic at the same time. The minimal use of colour and the complexity of the layout work hand in hand to create a game board that is still able to be followed. The shape of the Board was inspired to be held in a Folder, mimicking the aspect of Module Hand in, further referring to the layout and the process of the game, following the life of a Graphic student. This theme will be further developed by using the design of a Submission Label as the Rule of the game.


As a group, the decision was made to keep the icons on the board simplistic, and easy to understand. The idea to use a rainbow wheel is comically meant to relate to the hardships Design students go through when waiting for work to load, and is symbolised for the player to miss a turn. The use of Helvetica as the type used in the board was to further neautralise the overall aesthetic of the outcome, and follow the structured paths.  The dice icon used, represent roll again, this aspect of the game was created to toy with the idea that the player is somewhat achieving something.

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