https://docs.google.com/presentation/d/19j5JNc60OJmTS-a2kZjWx55oCJ3ZLifZ5Dc09dRXZvM/edit?usp=sharing
Presentation at the John Hansard Gallery
This week, we presented our project at the John Hansard Gallery to our class and a group of music students. It was a valuable opportunity to share our concept and gather feedback.
Outcome of the Presentation
Unfortunately, we were not approached by any music students interested in collaborating on the game’s soundtrack. While this was disappointing, we decided to take it as a challenge and plan to create the music ourselves. This will allow us to retain full creative control over the audio design, ensuring it aligns with the narrative and emotional tone of the game.
Discussion
After the presentation, we held a meeting to reflect on the feedback and discuss key aspects of the project:
- Inclusivity and Representation
- We explored whether to include idols of different genders to enhance player inclusivity and broaden appeal.
- We also debated whether to feature darker-skinned idols. While this is not typically part of the mainstream beauty standard in many parts of Asia, including darker-skinned idols could challenge stereotypes and offer a refreshing representation in the game.
- Weekly Planning
- Following our discussion, we established specific tasks for the week, which I documented in our design sprint production schedule to keep the team organized.
Weekly Assignments
- Lotta
- Working on a Twine prototype to develop and refine the narrative.
- This prototype will focus on the storytelling structure and key narrative beats.
- Anna
- Experimenting with different character design styles to find an aesthetic that resonates with the game’s themes.
- Exploring ways to balance inclusivity and authenticity in character visuals.
- Me
- Conducting game UX research to ensure the interface and gameplay are intuitive and engaging.
- Creating a survey with targeted questions to gather insights from potential players about their preferences, expectations, and experiences with similar games.
- Developing a player persona to guide design decisions based on the target audience’s demographics, motivations, and pain points.
- Starting sketches for a Unity prototype to lay the groundwork for the game’s mechanics and user interface.
Reflection
Although not securing a music student collaborator was a setback, it has motivated us to think more creatively about audio design. The discussions about inclusivity and representation were especially meaningful, as they challenged us to consider how our design choices could impact players and reflect broader societal values.
Moving forward, we are committed to using this feedback to refine our game and ensure it is both engaging and representative of diverse experiences.