Design Context

Case Study
My Child Lebensborn

Image result for My Child    Lebensborn

◆Story◆
My Child Lebensborn is a story-driven nurture game.
Letting players experience the fates of Children Born of War. Take
care of Karin and Klaus and help them survive in a post-war society.
Find out what happened to their parents and try to find a better future.
◆Goals◆
  • - Balance meagre resources and emotional needs
  • - Influence the child's personality and views
  • - Make tough choices
Showa Candy shop
Image result for showa candy shop
Image result for showa candy shop










◆Story◆
At a little Japanese country town      in the Showa period, A kind old lady, though scary when angered, runs a small store all by herself.
◆Goals◆



  • -Help granny receive all the money to build up her store.

  • -Complete the catalog by unlocking every nostalgic items available!
  • -Receive all the granny's letters to see what happens at the end.
  • Lost Words Game

    The game is an atmospheric puzzler called Lost Words , which is set inside a diary and lets players solving a variety of puzzles using the words on each page. Its visual style dual settings of the pages of a diary and the fantasy world Of Estoria which can be a good way to bring players from the real world into a fantasy world.

    The game attracts players with dreams, adventures, touches, journeys, and fantasy. These elements are very precious in boring daily life.

    In addition, the diary is a clever connection between reality and virtual. In our lives. It is a very private item. We will record some unknown thoughts in the diary. Some people write their dreams on it, and some people write down the pressure. In this game, following the words on the diary will give you a sense of substitution, and at the same time be closer to and feel the emotions of the game characters.

    In my opinion, like this game, the player's feelings are the focus of the game. If you want the player to be immersed emotionally in the game, you will need a connection point between the game and the reality. If the ending of the game is the end point of players’ emotion, then the connection point is the starting point.

    The handwriting and watercolor elements used in the game are very harmonious in the diary. The soundtrack in the game is also very clever, the crisp button sounds and the far-reaching ambient background music make the atmosphere of the game very mysterious and dreamy, and the player seems to have entered a fantasy forest full of unknowns.
    Hidden folks
    Image result for hidden folksImage result for hidden folksImage result for hidden folks
    Hidden Folks is a hidden object game developed by Adriaan de Jongh and Sylvain Tegroeg. In the game, players are presented with a series of animated, interactive scenes and must find hidden characters, objects, and animals. Each scene is animated and composed of monochrome art. The majority of objects in the environment can be interacted with by tapping or clicking on them.

    This is a game that tests the player's eyesight and patience. In my opinion, the game attracts players with its playability and rich interactivity. First of all, its scene is complex and there are various different items in the scene. The items are simple and interesting, which can trigger the player's desire to explore and interact.

    Because the picture is rich in content, the designer simplifies the outline of the objects in the game as much as possible, and uses the most simple lines to express the image of the object, which makes the player less likely to cause visual fatigue.

    The most appealing thing about this game is its sound effect, most of its sound is imitated by human sound. In fact, we sometimes try to imitate some sounds, such as the sound of opening the door, the sound of the zipper, this kind of imitation will produce comedy effect. And the designer applied this sound to the game, which is very creative and makes me feel absurd and interesting.





Comments

Popular posts from this blog

Wider World Context

Introduction