chiron A game development concept 1
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A developing and construction game with the target to make an inhabitable polluted planet worth living again. 3
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Contents
Contents AN OVERVIEW
We are gspĂźt ............................................................................6 Story & idea ...............................................................................8 Character .................................................................................12 Resources, tools & droids......................................................14 Development stages .............................................................16 Gameplay ................................................................................26 Learning outcome ..................................................................32 Target group ...........................................................................33 Reviews ...................................................................................34 Marketing................................................................................43 Budget .....................................................................................46
Hi! I am xy - one of the avatars you can choose in our game. In this case I will help you to find additional information in this booklet. Wherever you can find me there are some points I would like to emphasize. So pay attention and just follow me through the booklet.
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We are gspüt
We are {gspüt} TEAMBUILDING
This is the logo of our game design company {gspüt}. At the very beginning we had several other drafts, but we decided to use this as the final one for our company.
The members of our gamedesign company are Lisa Krenn, Michael Suntinger, Kevin Kolland and Jonathan Mandler we are {gspüt}. The name „gspüt“ descends from the Carinthian dialect and means „to play“ in English. We decided to use this name because except Lisa, who is from Styria, we are all from Carinthia which is located in the south of Austria. After finding together as a team to develope our gamedesign concept, we assigned roles to each member of the group. Roles to assign were game producer & manager, game artist & modeler, game programmer & designer and last but not least game analyst & tester. We put our name with braces in a circle. The circle stands for the unity which the game should become in the end. The braces are derived from programming where they are used in different languages to structure the code.
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We are gspüt
Team & roles ASSIGNMENT OF ROLES
LISA, GAME PROGRAMMER & DESIGNER
What I am looking forward to is creating concepts, developing layouts and thinking about the story. A real interesting part of this is the research and trying out similar games of ours, finding out which stories motivate people to tend to play a game really often – also evolving the interface the player exceeds and then emphazises with the role character he plays.
MICHAEL, GAME ARTIST & MODELER
I am responsible for the appearance of our game. This begins with concept art. How should the game surface looks like and how can I convert the story of our game designer Lisa in an attractive way. Furthermore game graphic and screen design are the other parts of my job. Because of my interests in animation and character design I am looking forward to this very creative part.
KEVIN, GAME ANALYST & TESTER
This work delivers the fundamentals for the game design. After defining the base concept, I am responsible for the target audience analysis. During the game design process I need to test if the game is logical consistent, if it has any bugs and especially if it offers the target audience the desired game experience.
JONATHAN, PRODUCER & MANGAGER
As the producer and manager of our game design company {gspüt} I’m responsible for the overall development of our game. In this position I’ll try to apply my skills in project management, my abilities of managing different kinds of tasks and my skills in research, as well as jobs regarding the marketing of our company and our game.
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Story & idea
The story behind DISCOVER A NEW PLANET
The home planet of the player, a planet far away from earth, gets more and more overcrowded. There is a general crisis in overpopulation. The inhabitants are looking for another planet to live on and find it.
Our name of the game is inspired by space exploration in history: In 1861, Hermann Goldschmidt, a FrancoGerman astronomer, discovered the ninth moon of Saturn, which wheels between Titan and Hyperion. He called the moon Chiron. Unfortunately, his discovering never got confirmed because nobody than him has ever seen this moon.
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The player is a fictional character in our game, who is from that different planet than earth: He got disgusted by his home population because he has always been a rebel and against environmental pollution. So therefore he was sent to planet B called Chiron. In our game, Chiron is a very polluted planet where no inhabitants live any more. The player’s task is to clean the planet, to build a new civilization and to make it all attractive for the inhabitants from home planet to live on. So he starts cleaning the planet. The more successful he is the more inhabitants from the home planet are sent to planet Chiron. There is a status bar on the top which shows the stage of development and how many inhabitants live on the planet.
Story & idea
Storyline and general idea A NEW CHANCE FOR SUSTAINABILITY
In our modern world with all the factories and technologies which we profiting from every day, it gets more and more important to take care of our environment and to find new ways to use waste of production, of household etc. in order to don’t throw it away. So all together, finding new ways for upcycling. The player can choose between three characters – he can define his outfit, his size and his name. He starts with one tool which helps him to exploit essential resources. With these resources he can build more and better instruments which help him to build houses and other buildings out of recycled waste. To extract and produce certain resources he needs specific tools which get produced stage by stage.
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Creativity, agility or strength. How would you choose?
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Character
Character FROM THE SCRATCH
The player defines his own avatar, name, look and a basic skill. The player can choose between one of three basic skills: creativity, agility and strength.
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Character
CREATIVITY
The player gets more hints to produce tools easier. AGILITY
The avatar can move faster and the user can build buildings in a shorter time. STRENGTH
Exploiting resources is faster and the raw materials stock is more extensive.
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Resources, tools & droids
Resources, tools & droids DEVELOPMENT IN DIFFERENT AREAS
The game concept is based on development of tools and buildings. In order to ensure a structured development we are working with development stages from 1 to 7. In each of these stages the player gets new tools to work with and has the opportunity to apply new buildings, machines or bots. The progress of the game is based on the development of resources, tools, droids and buildings. As the game is devided in 7 development stages a structured progress is ensured.
At the very beginning there is only the opportunity to use a crowbar to exploit and collect resources like metal or plastic. But the more the player is working and collecting the more he can build and the further the development is going on. For hints and further advices we introduced a droid. As shown in the introduction video this droid was found by the player right after his arrival on the planet and was his companion right from the start of the game. The droid comes up with important informations and tutorials and is located on the left side of the game screen. Later on in the game two other droids will be available to help the player to keep the planet clean.
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Resources, tools & droids
magnet metall/kunststoff netzpistole
Resources
Tools
Droids magnet
chiroplasma
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netzpistole
metall/kunststoff CROWBAR: The crowbar is the first tool the player gets to work with.
METAL: This is one of the basic resources of Chiron which the player can exploit to create new tools and buildings. metall/kunststoff
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DROID: The roid is the companion of the player from the beginning of the game. It serves with important informations.
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PLASTIC: Plastic serves as a second basic resource. Also this is available right from the start of the game.
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MAGNET: In order to collect metal faster brechstange and more effective the magnet can be used.
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CHIROPLASMA: When the air gets cleaner the new universal applicable metall/kunststoff resource Chiroplasma can be collected.
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HEBOT: An additional chiroplasma assitant for the player who helps him to transfer resources to his stocks.
COLLECTION GUN: To collect more resources magnet and of course to collect them faster the collection gun serves.
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AEROBOT: The aerobot hovers around and cleans the air for large areas of the planet. hebot
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VACUUM CLEANER: The chiroplasma vacuum cleaner is used to collect Chrioplasma which accumulates on trees. chiroplasma
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Development stages
Development of the story FROM A FIRST COTTAGE TO A FUTURISTIC CIVILIZATION
Introduction Our player gets dropped as a castoff on the foreign planet Chiron. At the beginning of the game the player gets a short tutorial about how to navigate through the menu and the most important tasks are explained. eg. how to exploit resources, how to construct buildings etc. At the end of the tutorial the player has to build his own cottage. 16
Stage
1
Near his cottage he hears some noise and finds a droid burried under trash. This droid is his companion which supports him with further information for example how to accomplish the different development stages. The droid can be contacted via a button located in the left bottom corner of the screen.
Stage
2
At this stage the player finds a radio. To operate the radio the player needs electricity. Therefore he builds the aero turbine. Via the radio he is able to contact people from his home planet. After building his first house, the first inhabitants will arrive at Chiron to settle down.
Stage
3
Further development of the planet Chiron. The player is cleaning the planet. More inhabitants are arriving and living in houses with more capacities.
Development stages
Stage
4
To accelerate development of the planet he builds the hydroformer which provides resources needed for the production of central processing units. This units are used in schools to raise the level of education of the inhabitants.
Stage
5
Stage
6
To exploit and collect larger amounts of resources he builds the cyberstructor which produces the HeBots. They hoover continuously between the player and the stocks and pickup the exploited resources.
The cyclopedic buildings serve as universal environmental centres.
More inhabitants are arriving and living in high-rise garden buildings with more capacities.
As the air is getting cleaner the new resource Chiroplasma can be collected from trees.
To protect the environment and waste less space, buildings are constructed upwards.
At the end of stage 6 he gets in touch with somebody who knows how to contact his family.
Aeroplants produce AeroBots, intelligent air cleaning droids which help to keep the planet‘s air clean.
Stage
7
At the last development stage the family finally arrives and his mission is accomplished. The player has the opportunity to game on and to set his creativity free by building prestige objects for example.
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Development stages
Introduction
INTRODUCTORY VIDEO AND TUTORIAL
Intro
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Stage 1
Stage 2
Stage 3
Stage 4
Stage 5
Stage 6
Stage 7
Development stages
At the beginning of the game there will be a short introduction video to explain the player the goals of the game and how to build and navigate on his new planet. Here you can see the screenshot of the video where the avatar is just coming on Chiron.
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Development stages
Development stage 1 BUILDING YOUR FIRST COTTAGE
At the end of the introductory video respectively at the very beginning of the first stage of development the player builds his own cottage out of recycled resources. Furthermore melts, hydrators and greenhouses are available to build at this stage.
Intro
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Stage 1
Stage 2
Stage 3
Stage 4
Stage 5
Stage 6
Stage 7
Development stages
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1
Resources
1
Tools
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Droids
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Metal metall/kunststoff
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Crowbar
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DEVELOPMENT STAGE 1: At the very beginning of the game the player only has a crowbar to exploit the available metal.
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Droid Magnet hebot
Plastic brechstange
The droid serves with information and additional advices.
aerobot
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Collection gun staubsauger
Chiroplasma
aerobot
Vacuum cleaner
hebot
Find explanations for resources, tools and droids on page 15.
HeBot
AeroBot
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Development stages
Development stage 4 THE CIVILIZATION GROWS
The further the planet is developed the more advanced buildings get. Here you can see the so called hydrator which cleans the air and simultaneously gains water out of the air. Regarding infrastructure at this stage also houses with larger capacities for more inhabitants, open gardens, wind wheels and schools can be build.
Intro
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Stage 1
Stage 2
Stage 3
Stage 4
Stage 5
Stage 6
Stage 7
Development stages
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2
3
Resources
1
Tools
Droids
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Metal
chiroplasma magnet
Crowbar
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DEVELOPMENT STAGE 4: Apart from metal also plastic is available to exploit at this stage. Furthermore the player can use a magent and a collection gun now.
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Droid Magnet magnet
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Plastic
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roboter netzpistole
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aerobot
Find explanations for resources, tools and droids on page 15.
aerobot
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Collection gun staubsauger
HeBot
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Chiroplasma staubsauger
Vacuum cleaner
AeroBot
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Development stages
Development stage 7
CLEANED THE PLANET AND REACHED THE GOAL OF THE GAME
At stage 7, which is the highest one the player can reach, the planet is totally clean again and buildings get very futuristic and functional. For example high-rise garden buildings, science centers or even objects of prestige can be build.
Intro
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Stage 1
Stage 2
Stage 3
Stage 4
Stage 5
Stage 6
Stage 7
Development stages
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3
4
Resources
3
Tools
Droids
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Metal
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Crowbar
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DEVELOPMENT STAGE 7: The last stage is reached, all resources can be exploited, all tools are available and also the HeBot and chiroplasma the Aerobot can be used now to keep the planet worth living.
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Droid
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Magnet brechstange
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Plastic
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roboter netzpistole
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aerobot
Find explanations for resources, tools and droids on page 15.
chiroplasma
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HeBot aerobot
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Vacuum cleaner
AeroBot
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Gameplay
Gameplay
THE EASIER THE BETTER
We tried to keep the gameplay and the navigation in the game as simple and as intuitive as possible. Starting the game from your smartphone you can see our planet Chiron hovering in the universe and a progress bar loading the game.
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Gameplay
Startscreens LET‘S START THE GAME
Once the game is loaded a clear structured startscreen shows up. There you have the options to start the game with the big play button, to make additional settings with the cogwheel, to watch a tutorial by tapping the smartphone icon or to quit the game with „x“. When you decide to tap on the play button to start the game, you have the opportunity to load a game which you saved earlier, to start a new game or to see some statistics about your current progress.
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Gameplay
Navigation
CLEARLY STRUCTURED AND EASY TO OPERATE
The navigation is easy: you move your character just by clicking the directions on the D-pad on right side of the screen. To get further options for example to create a building on a certain position you can tap the round button in the middle of the D-pad. Furthermore you can also zoom in and out with two fingers just as you are used to from a photo for example.
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Gameplay
Statusbar & icons
GET THE MOST IMPORTANT INFO WITH JUST ONE CLICK
The statusbar is located on the top of the screen. Primarily you can see how much resources you have collected. It‘s important to know because you have to go back to your basecamp to discharge the resources as you can only transport 100 units of each resource. On the right side of the statusbar you find the game menu for tutorials or further settings. The two icons on the left side show your droid on the one hand and a map icon on the other hand. If there are hints for you, you get notifiacted by the exclamation mark appearing on the icon.
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Gameplay
Menu & tutorials
AN EASY TO UNDERSTAND MENU NAVIGATION
As explained earlier the game menu reachable by the hamburger menu in the right upper corner gives you the opportunity to watch tutorials, to make different settings or to quit the game. The tutorial shows you either pictures with explanations or even videos where you get teached how to fulfil certain tasks. All menus can be quited by a button in the left bottom corner.
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metall/kunststoff
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Learning outcome
Learning outcome LEARNING BY PLAYING
OUR MOST IMPORTANT QUESTIONS REGARDING THE LEARNING OUTCOME: How will the learning be facilitated? How will the learning goals and objectives be communicated? How will feedback and awarding be achieved?
The learning will be facilitated by the new inhabitants on planet Chiron. They can give the player advice. Also by the status bar, there’s a connection point to the home planet and these inhabitants can give him also advices. After a short while the player gets confident with how the game works and how he can easily move on – learning by doing. When he is at a loss, the player gets a notification from his droid. The goals and objectives will be communicated by giving the player hints and explanations during different situations in the game. These hints will appear as speech bubbles or notifications. Furthermore the player gets a short introduction at the beginning of the game about what the goals of the game are and how to reach them. Things which the player has to do to reach the next stage of development are shown and communicated via notifications of the droid. The icon for the droid is shown in the left bottom corner of the screen. By adding an visual and a sonic effect to the icon, the player will notice that there are further suggestions to get ahead. Tapping the icon an infobox opens.
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Target group
Target group
A GAME FOR EVERYBODY INTERESTED IN A SUSTAINABLE WORLD
Our game is a smartphone and tablet game. The game is used when the players are waiting somewhere, for example they have missed the bus and the next one arrives in 20 minutes. So the complexity of our game invites the player to invest some time, not just 5 minutes to play and gain a new tool in the game. Our players are willing to spend more than 5 minutes in one playing session because otherwise they would feel interrupted. But this doesn’t mean that in 5 minutes there’s nothing to do. In this few minutes the player can login and see, how far the development of the work of a machine he built the last time he was playing is. For example: Lena graduated compulsory school years ago. She began to work in supermarkets but she thought she was destined for something different. To assist disabled persons gives her a good feeling. Beside her employment she helped as a volunteer in a home for handicapped. With 24 years she did her A-level and started with the nursery school. Since a year she works in a home for handicapped people where she was helping years ago before. During the night shifts Lena enjoys to play games on her mobile phone where she can set her creativity free. But she doesn’t want just to play a game, she also wants to have a learning effect. One of her favorite games is “MultiCraft – Free Miner!”, but meanwhile she is searching for new challenges.
OUR TWO PERSONAS: Name: Lena Age: 28 Occupation: Health nurse Residence: Stuttgart, Germany Education: Graduate nurse Name: Alessandro Age: 17 Occupation: Student Residence: Brixen, Italy Education: Gymnasium
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Reviews
Reviews & ratings
HOW WE AND OTHER RATED OUR GAME
TO EVALUATE OUR GAME WE USED THE FOLLOWING SCORING: no stars – N/A (1) star – not at all (2) stars – below average (3) stars – average (4) stars – above average (5) stars – well done You can find a detailed overview on the ratings of different fields of the game on the following pages.
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L OVERAL
RATING
f 5.0 4.5 out o
Through the game evaluation we found that we missed additional costumer touch points. That’s why we thought about designing t-shirts so that the players are able to identify with the game. With the “View-Tool” we offer the possibility to explore the planet developments of other players and communicate via an implemented chat. It is very easy to get into the game. With a short tutorial the player learns the most important points for gameplay. The complexity increases step by step through accomplishing the main tasks. There is no possibility of selecting a individual level of difficulty. If the player sticks in the mud the “Hebot” can be asked for information. How the communities are built, can be decided by the player but it doesn‘t impact the main story. The storyline is fixed and it isn’t planned to offer alternative ways. The external evaluators scored our game higher than we did. This shows us, that we are on the right track.
stars
Reviews
Review
ON THE REQUIREMENT OF CONCENTRATION
1. CONCENTRATION
OUR RATING
OTHERS RATING
1.1. The game should quickly grab the players’ attention
4.0 out of 5.0 stars
5.0 out of 5.0 stars
1.2. The game should maintain the player’s focus throughout the game
4.0 out of 5.0 stars
4.0 out of 5.0 stars
1.3. The player shouldn’t be burdened with tasks that don’t feel important
5.0 out of 5.0 stars
5.0 out of 5.0 stars
5.0 out of 5.0 stars
5.0 out of 5.0 stars
4.5 out of 5.0 stars
4.75 out of 5.0 stars
1.4. The game should have a high workload, while still being appropriate for the players’ perceptual, cognitive, and memory limits
AVERAGE SCORE
35
Reviews
Review
ON THE CHALLENGE OF CONCENTRATION
2. CHALLENGE
OUR RATING
OTHERS RATING
2.0 out of 5.0 stars
4.0 out of 5.0 stars
4.0 out of 5.0 stars
5.0 out of 5.0 stars
2.3. The game should provide new challenges at an appropriate pace
3.0 out of 5.0 stars
4.0 out of 5.0 stars
2.4. The game should provide multiple stimuli from different sources
5.0 out of 5.0 stars
5.0 out of 5.0 stars
3.5 out of 5.0 stars
4.5 out of 5.0 stars
2.1. The challenges in the game must match the players’ skill levels games should provide different levels of challenge for different players 2.2. The level of challenge should increase as the player progresses through the game and increases their skill level
AVERAGE SCORE
36
Reviews
Review
ON THE PLAYER SKILLS
3. PLAYER SKILLS
OUR RATING
OTHERS RATING
3.1. The player should be able to start playing the game without reading a manual
5.0 out of 5.0 stars
5.0 out of 5.0 stars
3.2. The game should include ingame help so players don’t need to exit the game
5.0 out of 5.0 stars
5.0 out of 5.0 stars
5.0 out of 5.0 stars
5.0 out of 5.0 stars
5.0 out of 5.0 stars
5.0 out of 5.0 stars
5.0 out of 5.0 stars
5.0 out of 5.0 stars
3.3. The player should be taught to play the game through gamelike tutorials or initial levels of the game 3.4. The player should be rewarded appropriately for their effort as their skill develops through the game
AVERAGE SCORE
37
Reviews
Review
ON THE PLAYER‘S CONTROL
4. CONTROL 4.1. The player should feel a sense of control over their characters, movements and interactions in the game 4.2. The player should feel a sense of control over the game interface 4.3. The player should not be able to make mistakes that are detrimental to the game and should be supported in recovering from mistakes 4.4. The player should feel a sense of control over the actions that they take and the strategies that they use
AVERAGE SCORE
38
OUR RATING
OTHERS RATING
5.0 out of 5.0 stars
4.0 out of 5.0 stars
4.0 out of 5.0 stars
5.0 out of 5.0 stars
5.0 out of 5.0 stars
5.0 out of 5.0 stars
2.0 out of 5.0 stars
4.0 out of 5.0 stars
4.0 out of 5.0 stars
4.5 out of 5.0 stars
Reviews
Review
ON THE COMUNICATION OF THE GAME‘S GOALS
5. CLEAR GOALS
OUR RATING
OTHERS RATING
5.1. The overall goals of the game should be clear and presented early in the game
5.0 out of 5.0 stars
4.0 out of 5.0 stars
5.2. Intermediate goals should be clear and presented at appropriate times
5.0 out of 5.0 stars
5.0 out of 5.0 stars
5.3. Intermediate goals must add to the progress towards the overall goal of the game
5.0 out of 5.0 stars
5.0 out of 5.0 stars
5.4. Help should be provided to the player if goals are not met
5.0 out of 5.0 stars
5.0 out of 5.0 stars
5.0 out of 5.0 stars
4.75 out of 5.0 stars
AVERAGE SCORE
39
Reviews
Review
ON THE FEEDBACK TO THE PLAYER
6. FEEDBACK
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OUR RATING
OTHERS RATING
6.1. The player should receive feedback on progress toward their goals
5.0 out of 5.0 stars
5.0 out of 5.0 stars
6.2. The player should receive immediate feedback on their actions
4.0 out of 5.0 stars
5.0 out of 5.0 stars
6.3. The players should always know their status, health, or score
5.0 out of 5.0 stars
5.0 out of 5.0 stars
6.4. The presentation of feedback should be clear and unobtrusive
5.0 out of 5.0 stars
5.0 out of 5.0 stars
AVERAGE SCORE
4.75 out of 5.0 stars
5.0 out of 5.0 stars
Reviews
Review
PLAYERS SHOULD EXPERIENCE DEEP BUT EFFORTLESS INVOLVEMENT
7. IMMERSION
OUR RATING
OTHERS RATING
7.1. The player should become less aware of their surroundings while playing
3.0 out of 5.0 stars
4.0 out of 5.0 stars
7.2. The player should become less self-aware and less worried about everyday life
4.0 out of 5.0 stars
4.0 out of 5.0 stars
7.3. The player should experience an altered sense of time
3.0 out of 5.0 stars
5.0 out of 5.0 stars
5.0 out of 5.0 stars
4.0 out of 5.0 stars
3.75 out of 5.0 stars
4.5 out of 5.0 stars
7.4. The player should feel emotionally involved in the game or committed to it through time and effort invested in the game
AVERAGE SCORE
41
Reviews
Review
ON THE GAME‘S SOCIAL INTERACTION
8. SOCIAL INTERACTION
OUR RATING
OTHERS RATING
8.1. The game should support competition between players
3.0 out of 5.0 stars
3.0 out of 5.0 stars
8.2. The game should support collaboration and cooperation between players
0.0 out of 5.0 stars
0.0 out of 5.0 stars
8.3. The game should support social interaction between players
5.0 out of 5.0 stars
5.0 out of 5.0 stars
8.4. The game should support social communities inside and outside the game
3.0 out of 5.0 stars
3.0 out of 5.0 stars
3.67 out of 5.0 stars
3.67 out of 5.0 stars
AVERAGE SCORE
42
Marketing
Marketing
HOW TO PROMOTE THE GAME
Some market research we did revealed that there are other similar games like Planet Masdar for example: The people of planet Masdar live on a small globe inside your device. 10 of them arrived on a pod escaping their previous world, which is no longer sustainable. The people of planet Masdar develop very fast and their population grows at a tremendous speed. This creates lots of issues in sustaining their growth and prosperity. Because planet Masdar is so small, they have limited resources and need to be careful with how they use them. Can you help the people of planet Masdar find the right balance by providing them food, water and power?
ELEVATOR PITCH DEFINITION: „Chiron“ is an adventurous experience on the development of a sustainable environment for players aged 16+.
The difference from Chiron to other city simulation games is the combination of creative developing, managing, exploring and constructing. To achieve this goals there are riddles to solve. In combination of these circumstances the player extends his horizon. The icon of our game shows the planet Chiron from the distance hovering lonely in the universe surrounded by stars.
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In order to promote the game and to give players the chance to identify with the game itself, the values of the game and the characters several merchandising products are proposed. In this case you can see a womans t-shirt with me on it.
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Budget
Budget
EXPENSES ON PERSONAL, EQUIPMENT AND SOFTWARE
Personal
COST
MONTH
TOTAL
3D Modeler
3,000.00
4
12,000.00
Lead Artist
3,000.00
5
15,000.00
Programmer
3,500.00
5
17,500.00
Marketing Manager
2,400.00
5
12,000.00
1,314.00
3
3,942.00
Wacom Intuos
338.00
1
338.00
BenQ Screen
699.00
3
2,097.00
Dell S-Series
140.00
2
280.00
Unity 3D
115.00
5
575.00
Adobe Cloud
210.00
3
630.00
3,750.00
1
3,750.00
1,205.00
TOTAL COSTS
64,362.00
56,500.00
Equipment Acer Aspire
6,657.00
Software
Cinema 4D
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AGD IND15
Lisa Krenn, Michael Suntinger, Kevin Kolland & Jonathan Mandler 48