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Working Design for Kids

July 30th, 2010 No comments »

Yesterday’s news was full of stories about the new book from Jay Greene,  Design Is How It Works.  The title loosely refers to a 2003 New York Times interview with Steve Jobs.  When asked to discuss design, Jobs said, “…..it’s not just what it looks like and feels like.  Design is how it works.” 

So we’re thinking about this statement/idea a lot and how it applies to Smashing Ideas, the work we create for our clients and the youth market.  We agree.  Design IS how it works. 

HOW the game works is often the biggest design principle, especially when it comes to building games for kids.  We illustrate a few things we’ve learned in designing games for the preschool set (ages 3-5) from Jarrett our Senior Producer extraordinaire:     

  • Bold – Bright – Chunky: Design aesthetic for preschoolers (3-5) features lots of large, bright, colorful elements to engage and entertain.    
  • Graphic Elements: In designing for preschoolers all elements need to be represented in graphics copy has to be limited and voice-overs used often.
  • Green and Yellow: Use colors that preschoolers recognize – make the “play” button green; “next” or “skip” buttons yellow – an industry standard that often gets overlooked.
  • Motion Graphics: Clever rollover effects and motion graphics keep the preschool audience engaged in the games.
  • Limit small areas: “Hit” areas (e.g. buttons, fill-in coloring areas, pick-ups, etc.) should be generous and not require the child to click on small areas that make it hard for children to achieve their goals. 

The end result of these design principles creates a game that a preschooler has the opportunity to learn something new, gain confidence with words, letters or numbers, and most importantly have fun!  A few examples below from Fresh Beats Band and Super Why

How do you see design as it relates to this space?  Share your thoughts – we’d love to hear them! Oh and we’ve already added Greene’s book to our iPad bookshelf!

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Game Narrative

July 27th, 2010 No comments »

Today’s Smashing Ideas  Blog post comes from Senior Designer Chris Hannon.  Along with Chad Otis and a few others, Chris attended the Casual Connect Conference here in Seattle last week.  Chris came back with some outstanding information so we’ve decided to share his insights in three parts – the following is part one:

 Often, as we sit in our offices and cubes, mired in the trenches of problem solving and game development, it is good to remember that it is a big bright world out there, and there is much to be seen and talked about in terms of game development.  Plus, there is nothing I like more than getting free ideas, perspectives and tools to up my game. All of the above was found and delivered at Casual Connect, this year’s conference on the casual gaming industry held here in Seattle.

I couldn’t help but notice that every single discussion I went to made note of Game Narrative.  While it wasn’t expanded on too much it was omnipresent with an undertone of “thank god we figured this out!”  So I thought I might focus my first  Smashing Ideas Blog post on The Importance of Game Narrative.  The importance of game narrative helps deeply inform the team on consistency of story, gameplay, and quality.

 One speaker who stood out for me in terms of game narrative was Luna Cruz, writer for the story game Awakening: The Dreamless Castle.  Cruz presented an excellent talk on the benefits of fantasy world creation. While creating an entire fantasy world for say, a property reskin of a Frogger-like game seems excessive, it is to some degree an important fundamental. Essentially speaking, every time we create a game, we are making a fantasy world. How far we see into that world varies from experience to experience, but the internal logic that is created in those worlds must be consistent and believable to have a user experience that is cohesive. This will inform every aspect of the game, from its physics to its sound design to its visuals. Working with the document by Patricia Wrede found here: www.sfwa.org can help you develop that world and its logic. This type of thinking takes the pressure off cut scenes to do so much of the work, and propagates your game premise to every detail, making for a richer gaming experience. And as for dialogue, use Twitter as a guide; if it’s more than a 140 characters, it’s too long.

 The three days I spent at Casual Connect were fun and while there was certainly a lot of information that fell outside the realm of what we do, it was great to see what others are doing and some of the methods and tools they use that potentially we can apply to the work we’re doing here at Smashing Ideas.    

- Chris Hannon

Senior Designer, Smashing Ideas

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The Gamification of Everything

July 26th, 2010 1 comment »

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Today’s blog post comes from Chad Otis, executive creative director here at Smashing Ideas.  Chad and a few others from Smashing Ideas spent part of last week attending the Casual Connect conference here in Seattle www.seattle.casualconnect.org.  Check out Chad’s thoughts about the show:   

This is the second year I’ve attended Casualconnect.  If you’re in the casual game industry this is a must-do event.  Whether you have a  Lostpinkcow, want to be the Mayor of Starbucks or can’t wait to see how many comments your latest  Facebook post garnered, you’re playing a game.  If there was a meta takeaway for me at this year’s Casual Connect Conference in Seattle, and there was, it was meta gaming.  Don’t know what meta gaming is?  Well, as usual, there were varying definitions offered from speakers at the conference.  Amy Jo Kim, PhD in Behavioral Neuroscience, author, and game designer who has offered her talents on projects like The Sims, Rockband and a few other games you might have heard of, was part of a panel at Casual Connect discussing the topic of Gamification.  She explained it as the layering of a rewards and advancement systems on top of, well, anything.  Things like Farmville make clear use of these elements.  It’s a game after all, and the success of games like Farmville – with 85 million players at its peak- is what’s getting the attention of marketers and entreprenuers everywhere.  So, how about applying these addicting elements to non-games? 

Let’s look at Foursquare.  It’s the most talked about location-based mobile app right now.  Sure, Foursquare could simply let you do what it’s fundamentally designed to do – check in at a location so your friends know you’re there and can then meet you if they happen to be in the neighborhood.  But, how fun is that?  How motivated are you to continue using the app for weeks, months or years?  Now, let’s say you got a virtual badge for checking in for the first time ever and, should you check in more than anyone at any one location,  Mayoral status?  Not just Mayoral status, but more importantly, Mayoral status that everyone else can see.  It turns out that things like bragging rights are the sort of engaging social touch points that people just can’t get enough of lately.  If you don’t happen to be a Socializer according to your Bartle Quotient, there are other ways to make sure you don’t feel left out.  Achievers, explorers and killers can be pandered to equally when it comes to metagaming.

Aside from the metagaming discussion, there were a lot of numbers on a lot of slides (these people are very interested in numbers and monetization).  I’ll share the two biggest numbers.  The casual games industry is expected to be a $2.5 Billion industry in 2011 and the mobile games market is expected to reach $10 Billion by 2013 .  There’s a big market.  It’s still early.  Monetize away.

There was a lot of speculation on the future of games for Facebook, Google, iPad, mobile, motion sensor consoles (like wii, and Kinect), and independent game developers.  The consensus, in short, seemed to be a prediction of growth in all areas.

Now you’ve earned 5 million Experience Points for reading this.  Tell your friends.

–Chad Otis

Achiever, Socializer, momentary Mayor of Benaroya Hall, and Executive Creative Director / Smashing Ideas

Techflash Tourney: Bring It!

July 23rd, 2010 No comments »

Happy Friday!  We’re counting down the days to the 2nd annual Techflash Live Summer BBQ and  Ping-pong Tournament www.seattle.bizjournals.com.   Smashing Ideas’ very own Patrick, Lance and Russ will be flexing their ping-ponging muscles and smashing up the tables at this year’s competition! 

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Wonderific You’re Terrific

July 23rd, 2010 No comments »

Super Why’s favorite gal in roller skates - Wonder Red stars in Red’s Wonder Words Match Up www.pbskids.org/superwhy.  The game is the second of four Match Up games from PBS Kids’ hit show Super Why.  Players click on the squares to match letters with words in this “Memory” style game.  Choose from Easy or Hard version as Wonder Red guides players through a test of memory and spelling skills.

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