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Writer's pictureTrial Byfire

GDD730 - Week 6: Practice Pitch Week

Updated: Aug 19, 2021


Image source - Falmouth University Online Canvass


This week is practice pitch week and we have a lot to get done. We are busy working on a video presentation to show off to the guest panellists and the cohort. Here is the plan we came up with: For the pitch deck, notes from the meeting were: Whatever you think shows it off best. Trailer, character/environment/overview. Who is it for, how do you promote it, what is the USP (Ours is the character experience and how they work together).

How is it related to popular puzzle games. Where will we sell it and why - such as “puzzle games do well on steam” – this should be proven by facts etc, the art style is supported by research and sales of similar games, the mechanics will work because of this reason, etc. focus on the cool stuff.


Bart’s idea - Idea on a pitch presentation start: we should start normal and then with dimmed voice. After few seconds we should say: of course you could not hear that as not everyone has a good hearing, that's why we have a slides - and have them blurred and talk about one slide for few seconds. Then again: Oh, you could not see that slide... that's on purpose as not everyone has a good sight. And that's a point of our game - to bring closer problems of .... etc. That would be a start that would catch attention.


Divide into 5?

Bart - narrates, opening image/trailer, with the dimmed voice, moves to another image/ trailer and becomes blurry, as above. Talk about accessibility in games/ similar puzzle games? Reference beyond eyes.


Miranda – explains level design aspects- Having braille for character to read, having puzzles based on moving/hearing/seeing. Show characters (Artwork slides).


Michael – explains assets design – Jungle theme, south America and bali temples. Low poly style, simplistic/limited textures, etc images/videos?


Pedro – explains effects – such as water and visuals to represent sounds, style related to other games. Reference Rime, Ico & videos.


Aaron – Explains level trailer – shows mechanics, options and areas



https://projects.ics.forth.gr/hci/files/selected_publications/2009_ACMCEM_DG-AS-CS.pdf

The benefits of developing universally accessible games are rather self evident, since such games cater for the needs and actively support the right of all people for social interaction and play, irrespective of their individual differences, thus providing a stepping stone towards a more inclusive (and fun!) society.


https://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=6527252

As the world’s population ages, more people will either develop impairments or have their existing problems get worse. Thus, the demand for accessibility will grow. And the development and testing process necessary to provide accessibility could yield information that improves games for all players, noted RIT’s Bierre


(Game Maker's Toolkit, 2018) Game Maker's Toolkit, 2018. Making Games Better for the Deaf and Hard of Hearing | Designing for Disability. [video] Available at: <https://www.youtube.com/watch?v=4NGe4dzlukc> [Accessed 26 June 2021].

(Game Maker's Toolkit, 2018) Game Maker's Toolkit, 2018. Making Games Better for Gamers with Colourblindness & Low Vision | Designing for Disability. [video] Available at: <https://www.youtube.com/watch?v=xrqdU4cZaLw> [Accessed 26 June 2021].

(Game Maker's Toolkit, 2020) Game Maker's Toolkit, 2020. How Accessible Were 2020's Biggest Games?. [video] Available at: <https://www.youtube.com/watch?v=RWQcuBigOj0> [Accessed 26 June 2021].

RNIB - See differently. n.d. Key information and statistics on sight loss in the UK. [online] Available at: <https://www.rnib.org.uk/professionals/knowledge-and-research-hub/key-information-and-statistics> [Accessed 19 July 2021].


Final Pitch Video:

https://www.youtube.com/watch?v=Se9f3Z6vj7k


UPDATED AFTER THE PITCH


We have had great feedback from the pitch tonight. We were definitely one of the stronger teams that presented tonight and they felt there was a lot of promise here. Some silly mistakes like showcasing prototype footage with debugging code running needs tidying up and also showing off more of the game and less of the slides and assets that we made. More gameplay should be our main focus next time.

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