Post-apocalyptic, Burning Man inspired social game with themes of spirituality, community, inclusionism, and environmentalism.
CDM Masters Digital Media Program Work Co-Op Project with Sharon Lewis.
- UX/UI Lead
- Art Lead
- Game Designer
My Role: To Create a UX Design, Art Style, Art Assets, and Contribute to Aspects of Game Design for a Prototype of Social-Based Game With Serious Overtones of Post-Apocalypse, Tribalism, and Environmentalism. Based on a Canadian IP
Based on the award winning Canadian novel "The Brown Girl in the Ring" set in a post-apocalyptic, bohemian, African god enchanted, Kowloon-type-city known as "The Burn", this hot new intellectual property was being shopped-around by the noteworthy Sharon Lewis in interest of expanding great Canadian ideas. Our team's task was to help discover the potentialities for gamification of this IP, and we eventually conceived the idea of transposing these edgy themes onto a high-concept social-media game. Very ahead of its time, considering the contemporary saturation of "Farmville" style clickbait titles. Our team developed a design document and prototype for a social media game based around the setting and characters of The Burn, and I was put in charge of creating concept art, art style, game art and UI design for the prototype.
Lessons Learned: Sometimes What a Client Wants is to be Told What They Want, Even if that's Not What They Want!
It was a valuable experience in terms of learning what not to do in a lot of cases. Preproduction dragged on, which usually means death for projects, teams, and small companies. The reason for this was mostly that between the creative team and client, no-one could figure out exactly what the project was going to be! Initially the client had the blue sky attitude of wanting a full-on MMORPG, but our five person team couldn't deliver that. And so the discovery phase dragged one, though the term of the project was only three months. Eventually the client settled on a smaller-scoped social game, but because this was also out of scope, we agreed on delivering a protoype. Lesson learned, we should have provided the guidance to narrow the discovery ourselves, and thus would have had more time to deliver a more polished prototype with more features, and more fully realized gameplay elements.