For one of my Games Design briefs, we were to develop initial concepts for three different casual games which would each be aimed at different target audiences. Once the concepts were created and thumbnail’d, they would be presented to an audience who would choose the one they like best to be developed further.
Game Number One
The first of these designs was designed for an audience aged 10-14 years, with that in mind I wanted to create a simple game with easy mechanics, and some kind of cute main character. The concept I ended up creating was for a game called “Super Squid Guy Adventures (A working title): And the quest for the golden tentacle”
This game I initially envisioned a squid character, shooting around the screen, propelled by its tentacles, gathering treasure and so on. I added “And the quest for the golden tentacle” to make it seem like the game would have some indication of a plot, or end goal. Super Squid Guy Adventures initially would be a tablet game, and the player would control the movement of a cartoon squid by pressing on the screen in the direction you wanted the squid to move in, and the longer you pressed, the more power or tension the squid would build up in his tentacles, and the further it would move.
Game Number Two
The second game concept was to be aimed at an audience aged 35+, and I came up with the idea of Ablockalypse. This game was inspired by several things including the Mad Max films, and the game RoboCraft.
This game is set in a open world with a wasteland aesthetic, deserts, derelict buildings etc. and sees the player take control of a vehicle made up of blocks, these blocks would have different qualities and materials, for example metal would be heavier than wood resulting in a slower vehicle, but it would be able to take a lot more punishment.
The game would have no ‘finite’ progression, you construct your vehicle the way you want to out of the blocks you find, make or salvage from other destroyed vehicles, however should one of the blocks on your own vehicle be destroyed, it’s gone for good. players would be able to complete challenges or take on strong opponents in order to acquire ‘special’ or unique blocks.
Game Number Three
The final game concept I came up with is aimed at girls aged 14+, it’s named Handbag Dog Simulator/Life and is a tablet game with micro-transactions kept in mind.
The idea of this game is that the player takes on the role of an owner of a small handbag dog, that is to say a dog that is kept within a handbag. The player can take care of their dogs, and either take them to dog shows and earn currency, or use micro-transactions to buy different customisation options including different dog breeds, fur styles/colours, handbags and UI skins/styles.