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LIFE TOWNAleksandrs PolozunsAliaksandr Kureichyk
Julia KugaMarco GodlesJaakko Kivelä
Group
• Julia: Product manager• Jaakko: Project manager• Sasha: Team leader
Timetable• 20.1 Group meeting, brainstorming, game ideas, swot
analysis.• 26.1 Jaakko and Julia: Project plan, Guys: Practical part of
the game• 27.1 Group meeting, finalizing name of the game,
presentation of time table and storyboard.• 2.2 Julia and Jaakko: Game content Guys: Working on
graphics• 3.2 Group meeting in Postitalo, testing and developing• 9.2 Final planning, multimedia of the game• 10.2 Group meeting at Mäkelänrinne, 14.00 Group meeting
with EHYT
Team communication
• Facebook, phone, email and skype
Target group
• Young adults: age 16-25 years old (experinces with games, prior knowledge of drugs and alcohol
• Guys and girls• Usage: computer, online and mobile.
SWOT
• Strenghts: Diversity, accesability, awesomness, easy learning curve, easy to add new ideas
• Weakneses: No experience, no time, no resources
• Oppurtunities: Money, impact on drug use prevention, learning experience.
• Threats: Copy cats, Data loss, Winter=sickness
Story board
• Start: identify yourself = (choose gender, pick a name from list, age, character building)
• A possibility take a survey (about drug use and experience or continue to play the game)
• “The game” Life town character will into houses on the way through the town. In the houses or in the rooms he will interact with the game by answering questions or complete tasks.
Style and goal of the game
• Nyan cat ideas• Pokemon style game• English and finnish version• Top view throughout the game• Trophies and hidden items to find in order get
100 %.• The goal of the game: To get highest precentage
of questions correct, find hidden items, get all the trophies from all the rooms or mini games