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Designing a Number Guessing Game for Old Navy: Project 2, Study Guides, Projects, Research of Typography

The design of a number guessing game for old navy as a promotional piece. The game requires the user to guess a randomly chosen number within a given time limit and a certain number of guesses. Instructions on how to design the game elements to fit old navy's retro aesthetic, including the use of white space, curves, and the old navy blue color palette. The game interface includes a text box for user input, feedback on guesses, and a timer.

Typology: Study Guides, Projects, Research

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Uploaded on 08/04/2009

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Myron Krys Florence
ITGM 709 OL
May 2008
Prof. David E. Meyers
Project 2
PROJECT SCOPE
PART 1: design
You have been asked to create a game as a promotional piece. Your client has
given you the description of how the game is played, but would like you to offer
creative direction for the rest of it. You are expected to position the game so
that it fits in with your client’s overall brand. The game is played by having the
user guess a randomly chosen number, given a limited number of guesses and
an overall time limit (see the technical part of the assignment for more informa-
tion on the specifics of the game). The user either wins by guessing the num-
ber (you may choose to design a different “winning” screen depending on how
quickly the user guessed) or loses by not guessing within the allotted number of
guesses. He may also lose by not guessing within the time limit, so your design
should have room for a timer to display dymanic information at all times. Other
games may be substituted upon instructor approval.
It is up to you not only to design the look of your elements (overall screen de-
sign, button details, typeface choice) to match your client’s established look and
feel, but you should also illustrate the game concept in a way that fits in with the
overall brand identity. For example, Old Navy’s current brand is represented by
flashy colors, bold graphics, and a 70’s-80’s retro aesthetic. Your game, there-
fore, might have graphical details that resemble those of “The Dating Game,”
with some reference to mysticism or slick disco personalities. If your client is
the Army, then you might present the game as part of a covert spy operation in
which the viewer’s correct guess will help provide information that can advance
the troops towards enemy lines. If you choose buy-a-rock.com, then the game’s
correct answer might correspond to a piece of jewelry that is revealed behind a
curtain, TV-game show style.
Please choose a client from the list below (if you have a different client in
mind, please get instructor approval on it before moving ahead):
o altoids.com
o espn.com
o apple.com
o oldnavy.com
o orbitz.com
o macromedia.com
o maximumexp.com
o goarmy.com
o puma.com
o nickelodeon.com
o buyarock.com
o fubu.com
o acupuncturefootwear.com
pf3

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Myron Krys Florence

ITGM 709 OL

May 2008

Prof. David E. Meyers

Project 2

PROJECT SCOPE

PART 1: design

You have been asked to create a game as a promotional piece. Your client has given you the description of how the game is played, but would like you to offer creative direction for the rest of it. You are expected to position the game so that it fits in with your client’s overall brand. The game is played by having the user guess a randomly chosen number, given a limited number of guesses and an overall time limit (see the technical part of the assignment for more informa- tion on the specifics of the game). The user either wins by guessing the num- ber (you may choose to design a different “winning” screen depending on how quickly the user guessed) or loses by not guessing within the allotted number of guesses. He may also lose by not guessing within the time limit, so your design should have room for a timer to display dymanic information at all times. Other games may be substituted upon instructor approval.

It is up to you not only to design the look of your elements (overall screen de- sign, button details, typeface choice) to match your client’s established look and feel, but you should also illustrate the game concept in a way that fits in with the overall brand identity. For example, Old Navy’s current brand is represented by flashy colors, bold graphics, and a 70’s-80’s retro aesthetic. Your game, there- fore, might have graphical details that resemble those of “The Dating Game,” with some reference to mysticism or slick disco personalities. If your client is the Army, then you might present the game as part of a covert spy operation in which the viewer’s correct guess will help provide information that can advance the troops towards enemy lines. If you choose buy-a-rock.com, then the game’s correct answer might correspond to a piece of jewelry that is revealed behind a curtain, TV-game show style.

Please choose a client from the list below (if you have a different client in mind, please get instructor approval on it before moving ahead):

o altoids.com o espn.com o apple.com

o oldnavy.com

o orbitz.com o macromedia.com o maximumexp.com o goarmy.com o puma.com o nickelodeon.com o buyarock.com o fubu.com o acupuncturefootwear.com

New Game Instructions

The name of my game is “Guess that Number.” In keeping with the Old Navy theme, the logo uses the same

blue and maintains the retro-feel. As well, the same color palette is used. White space is used throughout

the game. Curves are also used throughout instead of sharp corners. The user has the option to choose to

go straight to a new game or get further instructions before they begin.

Project 2

PROJECT COMP