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DA BETA

On this page, you'll find my current Digital Artefacts' Beta check-in information. This is the presentation of the product in its almost finishing stages. To display this information is a video (also available on youtube) and a blog post explaining the process and final product.

 

Enjoy!

BETA EXPLANATION

 Since the initial pitch of my project, it has grown and developed into becoming an actionable and exciting product. The foundational idea and concept of my project have remained predominately the same, however, some small edits have been made. These edits have not only furthered my project but have increased the user experience as they are the result of user feedback and functionality tests. These small edits include increasing the deck size to 70, this varies from my initial pitch stating there were to be 60 cards. The extra ten cards find themselves in the ‘Wild Cards’ aspect of the game in order to increase the minigames within the overall deck. This decision came about to consistently keep the game intriguing and make it last longer for players.  

 

Another edit includes changing the names of the categories from single words to small phrases. This creative choice was made to elevate the game and make it that little bit nicer, emphasising that the little things matter. The change wasn’t much although, and is evident from the proposed pitch categories as ‘love’, ‘money’, ‘bad behaviour’ and ‘wild cards’ to ‘Love and heartbreak,’ ‘One for the money,’ ‘My bad behaviour’ and ‘Wild cards.’ I feel this gives the game that little bit more and makes it nicer in public view. In addition, I also decided against designing a card game box and have instead opted for a plain white one due to creative delay. I really wanted my efforts to reflect in the cards, spending most of my time designing those and developing the individual phrases for all 70. It was important to really get that right and spend my time curating those to perfection. Although the cards now look amazing and fun to play, it meant I sacrificed the time to create and design a game box. I was contempt with that decision as I felt the box would’ve elevated the game creatively, however, I don’t feel that without one, the game lacks in any sense or I am in some way disadvantaging myself or my project.

 

Since the pitch, I have also developed the final game spinner to accompany the cards, narrowed down on my colour scheme and designed my logo. Firstly, the colour scheme is bright and welcoming. The game is titled ‘For the girls and the gays’ and although unintentionally stereotypical I felt as though shades of pink fit nicely and cohesively to the theme. Therefore, the colours consist of pink as the primary for the cards and red as the categorical writing to give it that difference and pop of colour. The card writing is however black to stand out and give easy readability. The logo also features neon pink writing for the game title, a purple/pink banner on the top to add an element of design and the catchphrase ‘the wasted edition’ is written in a lighter pink. The game spinner reflects these colours on each of its components, featuring an ombre pink background, which allows for the black writing of the categories to pop; in addition to incorporating the logo as a tell-tale sign of its role in my game.

 

Slowly, the game has developed into a finalised piece that I have decided to manufacture for my friends and I to be able to play and in the near future maybe produce and sell to the public. However, I am excited about my progress and encouraged by user feedback for the success of my DA!

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