Part Four: Prototype

Art Style

The Art style of this game came about due to the child-like nature of game play. The game is very simple, and is meant to be very relaxing and enchanting. Considering the Blue Mind theory, I considered using water colours to create my world. Below, I started to play around with possible world designs, asset designs and so on.

My initial designs were nice, but I wanted to try and make a few digital art pieces in regards to the animals. This was a new challenge for me, and while I don’t know if this design will sick, I am proud of what I was able to create with my limited knowledge of digital art.

Image (14)

Back to paper, I began prototyping assets that could be included in the game. I thought about what would be available in the store in the game theoretically and then sketched out a few basic ideas, once again using watercolours to bring the drawings to life. Image (15)Image (16)

Below is a possible water colour design for a game poster. This was just me experimenting with the art style and how the game might be presented.


UI and UX

I used a mobile phone base to start sketching out UI designs for the app. I went through many trial and error pieces before settling on a few design to move into digital.

This is the initial wire frame I created to show the interactivity that I intend to be available to the user.


To use the above prototype interactively:



Part Three: Ideate

Ideating A Game

When it came to developing a more solid idea, my first stop was to look at relaxation games, or games used for meditation in the form of an app. I broke these down and considered the pros and cons of each UI design, this helped inspire me to create my own UI prototypes when it came to the prototyping phase.

At this point I also started to consider more lenses, and how they might influence my games design. I also began to deconstruct the books I was using at this point, including “Blue Mind”. This became one of the most substantial books through my research and  development phase. Through trial and error (and lots of terrible drawings) I finally managed to design a basic UI concept that I could bring forward into wireframe format.


Part Two: Research

Primary Research 

The next part of the development process involved research. I wanted to start my research as broad as possible within my given goals. I wanted to research all I could about sea life conservation and animal conservation. as I wanted to first define the sort of world I was to create before researching relaxation techniques and technical items.

During the beginning stage of my research, David Attenborough’s Blue Planet 2 premiered, I took notes from this which gave me even more things to look into.


My sketchbook contains all of my work on this initial research phase.



Secondary Research 


Splash Screen

When user experience is pleasant from the very beginning of interactions with an app, there are higher chances it’ll be more popular among users. Splash screens are the first image users see launching a mobile application. They are usually minimalistic and present a name, logo, or slogan of a product.

Onboarding tutorial screens

They appear to users who launch the app for the first time helping them get oriented within unfamiliar features and controls as well as understand if the application can be useful for them.

Home and menu screens

Home screen is an essential part of any application. In a context of mobile apps, it’s the main screen from which users interact with most options of the application.

Log-in and profile screens

Log in screens should be minimalistic and clear so that users could easily access the application.


Feed is a constantly changing list of news and other data the users choose to follow.

On the left, the responsive mobile checkout process by Moby succeeds by reducing the fields to the bare essentials, condensing the entire process into one cohesive page.


Once people start using an app, they will easily forget the introductory training and get lost in the UI. To point them in the right direction, you could gamify the app. For example, you could provide tips along with “achievements,” or praise users for completing an assignment.


Part One: Define


Throughout the process of creating my Games Design Document, I used a variety of books and resources to help aid my research. To categorize my project, I used ‘Design Thinking for Visual Communication’ by Gavin Ambrose and Paul Harris. This book has been extremely helpful in terms of understanding stages of thinking, idea generation and prototyping.

Defining the Project

To define the project, I needed to quickly decide on a driving theme from our given text. My story was ‘A Sound of Thunder’, and more on that can be found in the research phase of development.
After coming up with a very rough outline of what I wanted to achieve, I now had to start considering my target market.

“Nichecraft” by Lynda Falkenstein helped me to start mapping out my possible consumer.

First, Create a wishlist…

I want to create an app game that focuses on meditation and relaxation techniques.

I want to create a game that is easy to interact with.

I want to create an app experience to combat stress.

I want to educate people about our ocean habitats, sealife, and why we should conserve it.

I want the app to be based around sealife.

Define the customer

To do this, I had to do some research into who the most stressed and strained group of people were.

I used to examine their stress map, and while it was specific to America, it was still very informative. I also looked at surveys and federal data, analyzed by a website called WalletHub. I also read through a few articles from the American Psychology Society and finally a few articles from Business Insider had a few interesting facts.
higher divorce rates
lower credit scores
less sleep

American Psychological Association’s 2014 survey said
she would be a working mom who makes under $50,000 a year, between the ages of 20 to 35 years old
millennials (people between 18 to 35 years old)
parents with kids under 18
low-income households.

Business Insider
Financial concerns are the most common source of stress.
Stress causes a number of psychological symptoms, including irritability, anxiety, and lack of motivation.
Women report more stress than men, and that gap has been increasing since 2007.
Millennials (aged 18 to 35) and Gen Xers (36 to 49) are significantly more stressed than the “average” stress level, while older generations struggle less with stress.
Stress makes people more likely to engage in unhealthy coping strategies, like drinking, surfing the internet, and smoking.

From this, I could easily set my target market as:
Millennial (ages 18 – 35)
Regular nine to five job
possible children
low-income household

Across every demographic, the main cause of their worry and stress would always come back to finances. Second to money management were concerns over the state of the economy, family responsibilities, and individual health worries.

How can we create an app experience to combat that?


The Unique Selling Point of this game will hopefully be real techniques and thought processes that will be integrated throughout the design to promote relaxation and mindfulness.

Summer Project

For the summer project, we had to look at three games and recreate what we thought might make up the original GDD. I did a lot of research into GDDs before deciding to focus on three different app games. What I wanted to look at was the Design Doccument similarities between different games on the same platform. This also led me to look at different theories in Games. I explored these and found here is the final GDDs I created and the Powerpoint presentation to show my research.

(You can view the slideshow using the arrows or play button)

This slideshow requires JavaScript.

And the following is my interpretation of a GDD for my chosen games, including flowcharts etc that I created.

Adventure Capitalist


AdVenture Capitalist is a “classic”-style Idle Game. The game allows you to invest in different businesses and gain revenue. It has a few interesting twists that make it unique, and an adorable, attractive art style and catchy soundtrack that never gets old! The goal of the game is to get the most amount of money possible.

1.1 Target Platform/Minimum Hardware
OS: Windows XP
Memory: 512 MB RAM
DirectX: Version 9.0
Storage: 60 MB available space
Mac OS X
OS: Mac OS X 10.6
Memory: 512 MB RAM
Storage: 60 MB available space
Steam OS and Linux
OS: Ubuntu 10.10+, Mint 17.1+
Memory: 512 MB RAM
Storage: 80 MB available space
Additional Notes: 32- and 64-bit both supported
Android 2.3 and up
Requires iOS 8.0 or later. Compatible with iPhone, iPad, and iPod touch.

1.2 Visual Style
A cartoon-inspired visual style. Taking inspiration from print media and notable magazine gag cartoonists.


2.1 Game Start and Intro
You start with a single investment: a lemonade stand. Tapping it gives you money over time. When you earn enough money, you can buy another stand, or a different investment at the cost of more time until the payout. Once the player has purchased the manager for said investment, it will run automatically, which means you can successfully idle, even offline. Upgrades can be spent to add multipliers to any investment.

3 UI

3.1 Main Menu

adcap main menu

3.2 Store

3.2.1 Gold
55 Gold: $3.59
115 Gold: $8.39 * Free Gold Suit
240 Gold: $16.79 * Free Gold Suit
625 Gold: $41.99 * Free Gold Suit
1300 Gold: $83.99 * Free Gold Suit
310 Gold Daily Subscription: $9.99 per day * Free Gold Suit

3.2.2 Boosts
Time Traveller Pack: 3x 14 day time-warps for the price of 1: 40 Gold
1 Time Warp: Get 1 day worth of profits instantly: 10 Gold
7 Time Warps: Get 7 days worth of profits instantly: 25 Gold
14 Time Warps: Get 14 days worth of profiles instantly: 40 Gold
x3 Multiplier: Apply a permanent x3 profit multiplier: 20 Gold
x12 Multiplier: Apply a permanent x12 profit multiplier: 50 Gold
x27 Multiplier: Apply a permanent x27 profit multiplier: 100 Gold
Flux Capitalor: Permanently boost your profile speed by x1.21: 40 Gold
Flux Capitalor Deluxe: Get three for the prince of two: 80 Gold
Ad Watch Boost: Permanently adds x2 to your Ad Boost: 30 Gold
Angel Claim: Claim ALL of your angel investors without restarting: 20 Gold

3.2.3 Items
Micro- Manager: Tap the ‘Run’ button to triple the payout speed of your investments: 45 Gold
Micro-Manager Upgrade: Adds a x2 Speed Buff to your Micro-Manager: 10 Gold
Gold Suit: Apply a x2 Profit Multiplier: 40 Gold
Blue Suit: Apply a x3 Profit Multiplier: 40 Gold
White Suit: Apply a x2 Profit Speed Boost: 140 Gold
Green Suit: Get +10% Angel Effectiveness: 240 Gold

3.3 In-game Options Menu

Adcap in-game menu


4.1 Mechanics

4.1.2 Businesses and Managers
Lemonade Stand: Manager, Cabe Johnson (1000 Money)
Newspaper Delivery: Manager, Perry Black (15,000 Money)
Car Wash: Manager, W.W Heisenbird (100,000 Money)
Pizza Delivery: Manager, Mama Sean (500,000 Money)
Donut Shop: Manager, Jim Thorton (1,200,000 Money)
Shrimp Boat: Manager, Forest Trump (10,000,000 Money)
Hockey Team: Manager, Dawn Cheri (111,111,111 Money)
Movie Studio: Manager, Stefani Spielburger (555,555,555 Money)
Bank: Manager, The Dark Lord (10 Billion Money)
Oil Company: Manager, Derrick Plainview (100 Billion Money)

4.1.3 Angel Investors
Putting the ‘holy’ back in ‘Holy smokes, look at those profits!’

The more money you earn, the more Angel Investors you can attract. These angels increase profits and unlock new upgrades. But you’ll need to sell your businesses and start over to get them on board.

There is a 2% bonus per angel.

4.2 Controls
Tap to interact

4.3 Winning
There is no ultimate way to win. The goal is to obtain as much money as possible.

4.4 Currency

4.4.1 Gold
Gold is the premium currency in AdVenture Capitalist. Gold is not required to play the game. It merely makes the game a little easier/faster, via Gold Upgrades. It also sometimes adds small aesthetic changes along with the boosts.

4.4.2 Money
Money is the base currency in AdVenture Capitalist. It is used for all business-related upgrades, managers, and angel investor accumulation.

Bitcoin Billionaire 


Bitcoin Billionaire is an idle clicker that’s all about raking in bitcoins and building up a massive fortune! You start with almost nothing: a run-down office, a rickety old desk, a crummy computer. By tapping the screen you can mine virtual bitcoins and slowly increase your wealth. Spend digital dough to upgrade that awful furniture into swanky things like entertainment centres and priceless works of art. If you’re smart (which, you are!), you’ll spend some of that money on investments to help you earn while you’re away. And don’t worry, investments aren’t as boring as in real life. How could robot butlers, virtual reality, and holographic dating be anything but awesome?

1.1 Target Platform/Minimum Hardware

iOS; Requires iOS 8.2 or later. Compatible with iPhone, iPad and iPod touch.
Android; Requires Android 4.0.3 and up

1.2 Visual Style
Isometric pixel art style

1.3 Audio Style
Retro arcade style music plays over the game.
Ref; Youtube Wintergatan – Marble Machine (music instrument using 2000 marbles)

1.4 Game Start – Main Menu – Character Selection/Creation
The game begins with a short tutorial, teaching the basics of gameplay and allowing the player to customize their character. Players can customize their name, gender, hair, skin, face and clothing. The name and gender chosen will be reflected in the Fizz News Feed whenever the player’s character is referenced. The character will provide commentary whenever you purchase new Investments, change locations, room items, clothes, receive uncommon bonus, tap on them or are idle for too long.

1.5 In-Game HUD and Menus
Mobile Phone access
Current Bitcoins and Hyperbits displayed

2 UI

2.1 Menus

2.1.1 The Mobile Phone
The Mobile Phone can be found in the bottom left corner.

bb mobile phone

2.2 Player Customization/Store
After completing the tutorial, the player may customize their character at any time from the Store for a small fee of 1 Hyperbit.

50 Hb – $2.29
150 Hb – $5.79
350 Hb – $11.99
1000 Hb – $28.99
2200 Hb – $57.99
5000 Hb – $119.99


3.1 Mechanics

3.1.1 Controls
Tap to Interact

3.1.2 Investments
There are 25 Investments which help the player earn Bitcoins without the need to tap. Investments produce Bitcoins per second (b/sec) while the game is open.

Lottery Tickets – +4 b/sec
Comic Books – +26 b/sec
Collectable Toys – +158 b/sec
Medical Herb Farms – +950 b/sec
Video Game Industry – +5.69 Kb/sec
eSports – +34.2 Kb/sec
Wearable Health Tech – +204 Kb/sec
Energy Drink Factory – +1.22 Mb/sec
Bitcoin Casinos  – +7.38 Mb/sec
Virtual Reality – +44.3 Mb/sec
3D Printed Housing – +265 Mb/sec
Hoverboards – +1.59 Gb/sec
Solar Roads – +9.56 Gb/sec
Theme Parks – +57.4 Gb/sec
Robot Butlers – +344 Gb/sec
Self-Driving Cars – +2.06 Tb/sec
Social Networks – +12.3 Tb/sec
Electric Car Factory – +74.4 Tb/sec
Holographic Dating – +446 Tb/sec
Hyperloop Transportation – +2.67 Pb/sec
Private Space Travel – +16 Pb/sec
Martian Spa and Resort – +96.4 Pb/sec
Zero-point Energy – +578 Pb/sec
Stargate Technology – +3.46 Eb/sec
Time Travel – +20.7 Eb/sec

3.1.3 Boxes
Boxes are items that are periodically delivered to the player’s room, and contain various rewards. Boxes will float above the player via a delivery system until tapped, dropping the box onto the floor. If the player does not do this, the box will disappear. After the box is on the floor, the player may then tap and hold to open it, revealing the reward inside.

Boxes contain various rewards, as listed below from most common to least common.

30x Coin Blast
150x Coin Blast
50x Tap Speed for 20 sec
1-3 Hyperbits

3.1.4 Emails
Emails are messages from various characters that the player will periodically receive in game. These messages will prompt players to either view advertisements or perform social actions in exchange for rewards. It is entirely up to the player to accept these offers.

The player will be prompted to perform an action before a reward is received.
Watch a Video
Enable Banner Ads for 30 Seconds
View an Ad
Share a selfie (A screenshot of your game)
Invite Facebook Friends to Play

3.1.5 The Casino
The Casino can be played once a day for free. Addition spins will cost 10 Hyperbits. Prize vary from money to hyperbits.

4.2 Currency
Bitcoins are the primary currency in Bitcoin Billionaire. They are earned primarily via tapping and Investments, but can also be earned through boxes, emails, the Casino, tasks and cards. They can be used to purchase Investments, BitMiner improvements and upgrades. Bitcoins are measured in bytes.
Hyperbits are the premium currency used in Bitcoin Billionaire. They can be purchased from the Store or earned in-game via boxes, emails, the Casino, tasks, cards and in the Free Stuff menu of the Store. Hidden Hyperbits can also be found in the Achievements menu. Hyperbits can be used to purchase Offline Investments, Supercharge abilities, standard Casino spins and various other special features and items. The unit symbol for the Hyperbit is Hb.
4.3 Characters

You tap on your character –
“Quit it! What are you, a woodpecker?”
“Just so you know, I don’t giggle when poked.”

You stop tapping for some time –
“What’s the matter? Were people looking at you like you’re some kind of crazy phone-tapping maniac?”
“You know, this isn’t what they mean by “passive income”.”
“Well, at least you’re not tapping me in the face over and over again.”
“You ok out there, buddy? Need some coffee?”
“Did you fall and you can’t get up?”

You complete a task –
“Somewhere, some trans-dimensional space being is giving me a high-five.”

Fizz News Channel
The Fizz News Feed is a news ticker that displays stories about the latest events in the Bitcoin Billionaire world. It displays news about the player’s latest Investments and Upgrades, as well as the rising fame of the player’s character.

Candy Crush Saga (Kill me)

Candy Crush Saga is a free-to-play match-three puzzle game for Facebook, iOS, Android, Windows Phone.
In the game, players can complete levels by swapping coloured pieces of candy on a game board to make a match of three or more of the same colour. Eliminating candies from the board, new ones will replace them, which could potentially make further matches. Matches of four or more can create unique candies that act as power-ups with larger board clearing abilities.
In this game, you will join two characters, Tiffi and Mr. Toffee on an adventure through Candy Kingdom. On your way, you will encounter new characters and stories.

1.1 Target Platform/Minimum Hardware
Facebook; Latest version of flash player
Windows; Windows 10, Windows 10 Mobile, Windows Phone 8.1, Windows Phone 8
Apple; iOS 5.1.1 or later. iPhone, iPad and iPod touch
Android; Android 2.3 and up

1.2 Audio Style
Candy Crush Saga currently has 13 pieces. These pieces play at various times during the game, such as level-type-specific tracks, level selecting etc. Level-type-specific tracks play on a 15-20 second loop with the sound on, whereas other tracks, such as level failed, will play once.
Style Guide; Waltz, Melodical, Majestic, Hypnotic, Mysterious
Instrument Guide; Harp, Symbals, Piano, Drums, Tropical Drums, Strings, Whistling


2.1 Game Start – Main Menu
The main menu offers two options; Start/Continue Game or Connect to facebook.

2.2 Game Start and Intro
When you first start the game, Mr Toffi directs you through the first ten levels, set in Candy Town, the first Episode.
Level One; Player taught how to make basic moves
Level Two; Player taught how to create striped candies
Level Three; Player taught how to create wrapped candies
Level Four; Player taught how to create striped/wrapped combination
Level Five; Player taught how to create colour bombs
Level Six; Jellies levels are introduced
Level Seven; Lollypop Hammer Booster
Level Eight; Extra Moves Booster
Level Nine; Jelly Fish Booster
Level Ten; Leave on adventure!

3 UI

3.1 Main Menu

CCS Main menu

The Main menu options appear on the map before starting a level in the lower left corner. Press the cog logo to open or close menu.

3.2 Store

CSS Store

Content and prices:
Beginners Bundle; £1.99 (Only available to new players)
– x20 Gold, x1 Lollipop Hammer, x1 Jelly Fish, x1 Candy Booster, x1 Free Switch, x1 Colour Bomb, x1 Coconut Wheel, x1 Lucky Candy
Dainty Bundle; £6.99
– x50 Gold, x1 Lollipop Hammer, x1 Jelly Fish, x1 Candy Booster, x1 Free Switch, x1 Colour Bomb, x1 Coconut Wheel, x1 Lucky Candy
Sweet Bundle; £15.99
– x100 Gold, x3 Lollipop Hammer, x3 Jelly Fish, x3 Candy Booster, x3 Free Switch, x3 Colour Bomb, x3 Coconut Wheel, x3 Lucky Candy
Tasty Bundle; £34.99
– x250 Gold, x5 Lollipop Hammer, x5 Jelly Fish, x5 Candy Booster, x5 Free Switch, x5 Colour Bomb, x5 Coconut Wheel, x5 Lucky Candy, Six hours of unlimited lives
Delicious Bundle; £54.99
– x500 Gold, x20 Lollipop Hammer, x20 Jelly Fish, x20 Candy Booster, x20 Free Switch, x20 Colour Bomb, x20 Coconut Wheel, x20 Lucky Candy, Twelve hours of unlimited lives
Luscious Bundle; £99.99
– x1000 Gold, x20 Lollipop Hammer, x20 Jelly Fish, x20 Candy Booster, x20 Free Switch, x20 Colour Bomb, x20 Coconut Wheel, x20 Lucky Candy, Twenty-four hours of unlimited lives
15 Gold; £1.99
50 Gold; £5.99
100 Gold; £9.99
250 Gold; £21.99
500 Gold; £38.99
1000 Gold; £74.99

3.3 In-Game Options Menu

css in game options

3.4 Game Over Screencss game over

3.5 Level Selection
Levels are on a linear pathway consisting of different unlockable areas and stories.

3.5.1 Level Types
There are five different level types in the game.
Moves – These levels are coloured yellow. In these levels, the objective is to reach the amount of given points to progress. Moves levels are irregularly distributed and any leftover special candies will be activated during ‘Sugar Rush’
Jellies – These levels are coloured blue. The only way to pass these is to clear the amount of jelly in a certain number of moves needed to pass. The only jelly types are single jelly and double jelly. When ‘Sugar Crush’ occurs, you will get some bonus points, and three Jelly Fish will come out to eat candies at random for every remaining move
Ingredients – These levels are coloured green. To pass, the player must get the amount of ingredients in a number of moves. When ‘Sugar Crush’ occurs, a striped candy for each move leftover will take place and activate. Any special candies left will also be activated.
Timed – These levels are coloured purple. The only way to pass is to collect a set amount of points in each amounted time. Timed levels are irregularly distributed. When ‘Sugar Crush’ occurs, any +5 candies on the board will be activated and act like wrapped candy. Any other special candies left will also be activated.
Candy Order – These levels ae coloured pink and do not appear until level 126. To progress, the player has to collect an amount of certain types of candy, and/or make a number of combinations. When ‘Sugar Crush’ occurs, any moves remaining will create a striped candy and activate. This may also happen to any leftover special candy.

3.5.2 Full Level List
Candy Crush Saga holds over 2000 levels in 179 episodes. Every episode has 15 levels except for one (Candy Town) and episode two (Candy Factory), which only has 10.

Moves Levels first appear at level 1, with 145 appearances throughout the whole game.

Jelly Levels first appear at level 6, with 1000 appearances throughout the whole game.

Ingredients Levels first appear at level 11, with 580 appearances throughout the whole game.

Timed Levels first appear at level 20, with 130 appearances throughout the whole game.

The core gameplay is based on swapping two adjacent candies among several on the gameboard as to make a row or column of at least 3 matching-colored candies. On this match, the matched candies are removed from the board, and candies above them fall into the empty spaces, with new candies appearing from the top of the board. This may create a new matched set of candies, which is automatically cleared in the same manner. The player scores points for these matches and gains progressively more points for chain reactions. Additionally, creating matches of four or more candies will create a special candy that, when matched, can clear a row, column, or other section of the board.

The game is primarily monetized through in-app purchases (through either a credit card, iTunes credits or Google Play credits); players begin with five “lives”, lost whenever a level is failed. This applies to all of King’s games. When they are exhausted, users can either send requests to their Facebook friends for more lives, wait for them to replenish themselves (a life is restored every half-hour), or purchase them.

4.1 Lives
Lives appear in the top-left corner in a pink heart. When you start playing for the first time, or resuming play after a few hours, you will have 5 lives, which is the maximum.

4.2 Basic Candy and Special Candy

4.2.1 Basic Candy; Red Sausage
Orange Oval
Yellow Teardrop
Green Pillow
Blue Planet
Purple Hex

4.2.2 Special Candy;
Striped Candy
Appearance: Horizontal or vertical white stripes on a regular candy.
Effect: Clears an entire row or column, depending on the direction of the stripes.
Formation: Exactly 4 regular candies in a row. The most common special candy, often created accidentally (not meant to be) through cascades. This is the easiest Special Candy to make.

Wrapped Candy
Appearance: A regular candy in a same-coloured square wrapper.
Effect: Clears the surrounding 8 candies, activates twice.
Formation: 5 or 6 regular candies in a T, L, or + shape (or in some cases, any intersecting matches with none being a match of five or more). Only comes out if the formation cannot create a Colour Bomb.

Colour Bomb
Appearance: A chocolate ball with sprinkles on it. Known as “freckles”.
Effect: When switched with a regular candy, it will clear all candies of that colour from the board. When switched with a striped candy it will turn all candies of that colour into striped candies and immediately clear each line according to the striped candy’s direction. When switched with a wrapped candy, it will remove all candies of that colour from the board. Once the board settles, it will then remove all candies of another colour from the board. When switched with another colour bomb, it will clear all candy on the board. When blown up by a special candy or falling candies, it will remove all candies of one colour.
Formation: 5 or more in a row. This will always come out even if a single formation meets condition of other special candies.

Jelly Fish
Appearance: A candy fish. Colours vary.
Effect: Creates 3 Jelly Fish that target and eat one random candy each (preferring squares with jelly), activating special candies if they are targeted.
Formation: Can only be used as a booster in Jelly Levels. It may appear on start screen in later levels, or appear in Sugar Crush of Jelly levels, where each move that you have left becomes 3 Fish.

Coconut Wheel
Appearance: Pink coconut Wheel with a liquorice centre.
Effect: When switched with a regular candy, it continues on in that direction, clearing the first candy and converting the first 3 candies to Striped Candies.
Formation: Can only be used as a booster in Ingredients Levels. It may appear on start screen or Mystery Candies in later levels.

4.3 Controls
Swipe to move candies. Tap to Interact

4.4 Winning the Game
A single game will usually last two to five minutes, depending on amount of moves available to the player. If the player wins the level, they have access to the next, and so on. To win the complete game players must make it to the final level.

A new episode is added to the game each week, each episode consists of around fifteen levels.

4.5 Scores
Score (or Points) is the fundamental element in Candy Crush Saga. It is a stat that is calculated during and after a level. Score will vary every time you complete a level, and every level has a score requirement to pass.

Stars are obtained based on the score the player has at the end of the level. One is the minimum and is mandatory to pass the level, while three is the maximum.

4.6 Currency
The in-game currency for Candy Crush Saga is gold. They are represented by gold bars. Gold can be won via certain levels or purchased in the store.

4.7 Characters

Tiffi – Tiffi is the main protagonist, and the character that players play as.
Mr Toffee –
Mr. Toffee helps along the way. He’s the man who will tell you to do a level type. He walks the player through the tutorial in the beginning of the game, and introduces each level.
Bubblegum Troll – Bubblegum Troll is the main antagonist of Candy Crush Saga
Mr. Yeti – Mr. Yeti runs the Yeti Shop, where you can purchase gifts and boosters.
Misty – A close friend to Tiffi

4.8 Backstory

Tiffi, short of Toffette is the main protagonist in the game. This is who the player plays as. Sweet little Tiffi was found in a candy bag and was brought up by Mr. Toffee in his Candy Store. Tiffi loves to explore so she sets off through the Chocolate Mountains to begin her magical, candylicious adventures. Along her journey she stops to help some quirky characters and meets some even kookier animals, not to mention the mischievous Bubblegum Troll who always keeps her on her toes!

A voice is an element in Candy Crush Saga present in all levels. The voice is always aided by onscreen text and announces when the player has done something worthy of congratulating, for example when one gets a large cascade or completes the level’s tasks.

Sweet! When a player gets a small cascade. Usually around 12 candies should be destroyed.
Tasty! When the player gets a larger cascade, but still relatively small.
Delicious! When a player gets a large cascade, usually destroying around 24-30 candies.
Divine! The largest cascade announcement Mr. Toffee can make when a player gets an extremely large cascade destroying tons of candies.
Sugar Crush! When a player finishes the level tasks and the Sugar Crush is announced.



Games Design Doccument


The research for my Games Design Document project began with my given text, A Sound of Thunder.

“A Sound of Thunder” is a science fiction short story by Ray Bradbury. The story centres around one man, on a time travelling hunting expedition. I had a lot of ideas and concepts come to mind while reading this story and making notes. My notes seemed to fall into three main themes that I found prominent in the book. Those themes were; The butterfly effect, alternate history, and hunting.

I found hunting to be the most interesting topic, and I enjoyed how this was explored in the book through illustrating ecotourism, habitat loss, and human cause and effect.

This led me to more specific avenues of research, including animal rights, conservation biology and over-exploitation. I began most of my research around the idea of conservation biology. What is it? Why is it needed? What could I look at going forward with my research?

Somewhere along the long bumpy road that is research and ideation, I came across a book titled “Blue Mind: The Surprising Science that Shows How Being Near, In, On, or Under Water Can Make You Happier, Healthier, More Connected, and Better at What You Do.” By marine biologist Wallace J. Nichols.

This book combines neuroscience, and personal stories to explore the theory that water in any form can improve performance, increase calm, diminish anxiety, and increase professional success. This was extremely helpful to me, as my research was now finding itself based around the ocean and sea life conservation.

My focus content for the project was:
Major Foci: User Interactivity and Experience
Minor Foci: Art Style and Direction





1.1 About

Science tells us that humans have ingrained in our genes an instinctive bond with nature and the living organisms we share our planet with. It also tells us that nature in its self is possible of giving us an overwhelming sense of tranquillity.

Through this educational and meditative app game, discover the importance of our oceans and animal conservation, all the while relieving stress from your day-to-day life. Grow new flora and fauna to inhabit your island, come and go as you please and learn to manage your stress more efficiently in this peaceful getaway.

1.2 Target Platform

Aimed at being released on most mobile phone platforms, but primarily Android.

1.3 Target market

The most strained group of people are millennials (people between 18 to 35 years old), women, parents with kids under 18, and low-income households.

Across every demographic, the main cause of their worry and stress would always come back to finances. Second to money management were concerns over the state of the economy, family responsibilities, and individual health worries.

1.4 USP

The Unique Selling Point of this game is the real techniques and thought processes are integrated throughout the design to promote relaxation and mindfulness.


2.1 Major Foci

My major focus is UI and UX design. Below you can find a simple UI wireframe for the game.


2.2 Minor Foci

My minor focus comes in the form of art style and design, below you can find examples of this art style.


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2.3 Load

As the game loads, the player can choose between seeing their friends latest updates or going to their own world. From the main menu you can access your own profile and options menu, as well.

You can choose your level based on how far you are in the game, only one level is available when you first start, the beach level. The rest can be unlocked in the following order: Coral Reef, Kelp Forest.

Players can collect two types of currency. Seashells are common currency, you can collect some of these each day you play, have your ecosystems produce them over time, and through completing tasks.
Oyster Pearls are rare, allowing you to get rare animals, plants and decorations, these can be collected in the same ways as seashells, but are much harder to come across.

The store is straight forward, it will only show items you can afford at the time. (As to not overwhelm the player)

2.4 Game Start

Choices are limited in the beginning, you only have one level, and you can unlock new ones after you’ve completed the basic collection of the first level.

This is a single player game, but there is the option to add friends and visit their worlds, comment, like them etc. You cannot play together.

The game will teach you to buy an animal, buy a plant for said animal to feed off and make money. The rest is up to you to figure out.

There are three levels in total the beach, the coral reef & the seaweed forest. You can learn all of the basic mechanics in the first level.

2.5 In-Game HUD & Menus

All HUD items are presented via images. (This is to promote relaxation)

The HUD is very minimal, using a drop down so that it can be hidden while in game.

find visual examples below.




3.1 Main Menu

The main menu is minimalist, presenting the game name, a quote for the day, and a start button. All colours should be water colours.

When you start, you are taken to the level select screen, this screen also has access to options and your player profile. This screen can be considered as the main menu.


3.2 Player Customization / Store

There are ten animals available per level, these animals once acquired can be leveled up to produce more seashells per second. Animals will need related feeding stations before they start making money. Feeding stations can also be leveled up, to increase likelihood of getting an oyster pearl from your animals.

SS = Sea shells
OP = Oyster Pearls
Red Boxes = Basic Collection
Blue Boxes = Rare Collection

Untitled Diagram (3)

3.3 In-Game HUD 

As mentioned before, the HUD is very minimal. while in game it is a drop down menu, and through it you can navigate through most of the game.

Untitled Diagram

3.4 Level Selection & Types
You select your level before you enter the game, level can be easily changed by swiping up or down while in game, so long as you have said level unlocked.
You start on the beach level.
To unlock the Coral reef, you must complete the basic collection on the beach level.
To unlock the Kelp Forest, you must complete the basic collection on the coral reef level.


4.1 Mechanics

To navigate the game, player simple has to use their finger to tap and swipe. There are no combat elements, no equipment.

4.2 Assets

See above store flowchart for a list of all assets that will need to be created.

4.3 Environment

Three environments will need to be created in total. See below photo collage for inspiration on each location.

The Beach


The Coral Reef


The Kelp Forest


Sculpture JAM Week (Nov 6 – 10)

For the sculpture jam, the aim was to create an artifact in line with our current research into our given stories. Much of my research primarily revolved around sea-life and conservation, so I wanted to create what could be considered a level design for an app about animal conservation. My initial drawings were made to illustrate the overall look I wanted to have. I also knew I wanted to the art style to be influenced by low poly games.

To start, I cut out a basic circular shape and mapped out how I would design the artifact using Styrofoam, wire, and glue. This would serve as a foundation for my island onto which I would add other items to build it up into a small world.

Going forward, I used polystyrene to carve a rock formation. I used broken up polystyrene and painted it grey to give the illusion of pebbles or small rocks. I also added a small amount of clay to the palm tree’s to give it the signature trunk. I also painted small pieces of Styrofoam black and added those to a circle of small stones to create a burnt out fire.


To add the finishing touches to my small island, I covered the base with clay after a very unfortunate mishap with industrial glue and the polystyrene base. (It melts it, go figure!) I then painted the remainder of the model, and added tissue paper for a water effect, as well as grass. To make it stand, I added a see through plastic cup to the base. This was to visualize how the world might look in the app, floating in midair.

RPG JAM week (Oct 30 – Nov 3)

For the RPG Jam, I worked with Samantha to create an RPG-style game using tarot cards. Having been ill due to my severe inability to co-ordinate my feet, I unfortunately missed the RPG gaming session. However, we got together to try and come up with a basic RPG concept.

The following are the initial notes Samantha and I made as we play-tested with the tarot cards

Our game is based around tarot cards (meaning and images) where the DM must create a story from three cards (Not including death, the world, or any aces) These three cards contain the main journey for the DM to use in their narrative. The DM can pick cards randomly, or chosen.

To start the game, ten cards must be placed in an upside-down triangle formation. With the cards Death and the World placed at the bottom of the pyramid. The DM must then pick six minor cards and four major cards. The first card MUST BE A MINOR CARD.

DM will also need to place a coin (50p to 2 pound, for players to use) on the table.

Each ace card has a clan associated with it, there are four clans (Wands, Cups, Pentacles, Swords)
Wands = Wizard
Cups = Drunkard
Swords = Knights
Pentacles = Hunters


During set up all players that are not dungeon masters must leave the room.

The remaining major and minor cards should be shuffled into two decks. Place both decks next to the death and world cards.

To begin each player picks up a random ace card to be assigned their role. Once roles are assigned, the DM can hand out stat sheets. The sheet will include items the player can use during the game.

Wizard Clan: Wand, Cloak, Star Dust, Healing Potion.
Drunkard Clan: Cup, Booze, A Map, Poison
Knight Clan: Sword, Armour, Shield, Banner
Hunter Clan: Knife, Axe, Bow and Arrows, Fur Skin.

Certain items can be used by the whole group: Fur skin, banner, healing potion, map.

Fur Skin: Normally used to keep the cold out when in chilly climates
Knights Banner: Used when in enemy territory to disguise as one of their own kind.
Map: A map of the kingdom, showing the path to the end.
Healing Potion: This potion can be applied to anyone to gain an extra life or resurrect from death.

These items can only be used ONCE during the game. If the team want an item back, they can get it with one life from each player being forfeited.

As the games goes along the player must mark their lives, equipment etc on their stat sheet.


Narrative JAM Week (Oct 23 – 27)

During the narrative Jam, our aim was to create a 1000-word non-linear story. I had considered writing a story based on my character and animation, but as I had been working on the same character for two weeks, I was running out of ideas for her. So, instead, I decided to create my narrative around two new characters.

My research started by looking at different types of non-linear story design, and which one I might want to take forward. At first, I wanted to design a branching story that could, in theory, be transferred into a text adventure game. However, given our limited time to work on this, I decided to scrap this idea, and possibly return to it later.

Instead, I decided I would like to write two 500 word pieces, of one event, in one short amount of time, but from two different perspectives. The idea would be that you could read each piece individually, or both pieces in either order. So, to go forward with this I began designing my two characters that would feature. I liked the idea of having two neighbours (perhaps in an apartment building) passing each other on the way to the garbage shoot. No verbal interactions would take place, everything written would be in their first-person perspective, with their opinions on the other person being explored.


About the Characters
Miss Alba: Is an old, widowed, sour lady. She has her own children, but Ian has never once seen them visit. In fact, he constantly hears her being nasty to the local children, which upsets him. Alba is a heavy smoker with stage two lung cancer (causing her to have lots of coughing fits) She hates animals, particularly dogs and despises anyone making noise after 8pm.

Ian: Ian is a young adult, he has never smoked, taken alcohol or taken any other form of drugs. He has lost 95% of his vision in a car accident, as such must have a support dog. His support dog is a girl called Taffee. Ian is also an avid painter, but since the accident, his style has changed from emphasis on colour to emphasis on touch and feel. He often listens to classical music to inspire him, and his work can keep him up late at night. Ian would love to one day have a family of his own. 


Miss Alba

The clock taunts me. I glance around my one-bedroom apartment on the upper east side, and still it taunts me. Incessant ticking drives my brain into a frenzy of thoughts. Some good, some bad. Most are bad.

Seconds feels like minutes, and minutes truly feel like hours when you’re aged and alone. When no one visits, and the only knock upon the door is that of the landlord. Although, every time I hope for any one of my children to visit me.

I wonder if I died, how long would my rotting corpse sit in this hole unnoticed?

I wonder if anyone would care?

It is then, as I sip my bitter luke-warm coffee and stare as the pendulum swings back and forth, that I hear her, the most irritating sound on this earth. A high-pitched wail only new mothers could bare. Yet it’s not a baby. It’s that damned dog, Taffee. Then I can hear his deep voice, bellowing through the building like some unwanted public speaker. I’d never been an animal lover, which made this dog so much worse. Constantly making noise, bellowing into the night when no one is listening.

I pull myself from my armchair, let out a disgruntled sigh, and head to the kitchen to take my next dose of medication. It is a deadly concoction of Carboplatin, Gemcitabine, Vinorelbine and Bevacizumab. Followed by radiation therapy in a few hours. I don’t want to go, I never wanted to start chemotherapy. But, it seems like I never really make any decisions of my own. It’s easier for my kids to pay to keep me alive and never see me, than it is to be here by my side as I die with dignity. I would have preferred the latter.

All fifteen of my pills are washed down with the last of my coffee. I try to catch my breath, and as I do so I feel a deadly force take over my body. As I gasp for air, I must clench my chest. The pain is too much to bare as I begin to cough and splutter, unable to keep myself still. After a few minutes it passes, and I’m able to take some large, reassuring breaths.

I steady myself, and continue with my day.

By now, I should have taken the garbage out.

Slippers on, cane in hand, trash bag in the other, I head downstairs. As I leave my apartment, the same gaggle of boys play in the hall, screaming at each other, and almost taking me out as they run around. I shoo them with my cane, then carry on to the garbage disposal room.

I finish throwing away my trash, and turn to leave. It is then that he enters, with Taffee by his side. She barks at me, whines, scratches at the floor trying to get away from him. He smiles, his eyes hidden by dark sunglasses. Yet, once he notices its me, his smile fades. I edge my way around the dog, tut, and leave.


Taffee wakes me up with an excited bark, jumping onto my single bed and circling twice before she decides to paw at me. She doesn’t like it when I sleep in, and now her stomach is telling her its lunch time.

“Good morning my girl” I smile, reaching out and stroking Taffee’s ears, before I feel her hop down from the bed, and hear the pitter patter of her paws as she heads for her food bowl to wait patiently.The sun in streaming in, causing a comfortable warmth to creep along my arm and back, the light is nice to watch, I can still sense it, on good days.

After getting up, and doing everything one might do first thing in the morning, I head into the kitchen to feed Taffee. She chows down almost as soon as the first kibble hits the bowl, letting out satisfied grunts and noises as she eats. I leave her to it, taking my coffee with me as I head into the lounge. I can hear MIss Alba’s television, echoing through the apartment building at what feels like one hundred decibels. She starts to cough, and doesn’t stop for a good two minutes. She should really get that looked at.

To drown out the depressing noises of next door, I shove on one of my favorite records, and continue with my painting. The windows are wide open and I can hear the chirp of birds, the cars on the street outside, whispers of pedestrians talking to each other, talking on the phone, going about their life.

I feel the canvas, allowing my senses to take over as I feel the lumps of paint already there, the shapes I’d already created. I open a tube of paint, it doesn’t matter what colour, then I proceed to pour it onto my hand, messily applying it to the canvas, adding to the structures already present. I can feel each sharp edge, every uneven surface. It’s a new way of working for me, but I enjoy it. I don’t have much choice now, unfortunately.

“Shoo! Go on get away you nasty little boys!” Miss Alba shouts, her voice reverberating from the hallway. I sigh, my inspiration lost, then I splash the canvas with as much paint as I can, as angrily as I can. That’s Miss Alba, one angry long streak of colour.

I should probably take out the trash, Taffee reminds me. Pawing at my ankle and directing me to the overflowing trash bin.
Taffee and I make our way down to the trash chute, and someone is in here. I smile, hoping for it to be one of my friendlier neighbors. Yet, when I hear the tut, and feel the rage projected, I know its her. My smile fades.

She leaves, and I go on with my day.




Animation JAM Week (Oct 16 – 20)

Animation…thou art a heartless b*tch.

Seriously though, animation isn’t that hard. It might take hours to get enough good stills to create a one-second animation, but the outcome is kind of worth it… that is, if you don’t mind putting in the man-hours.

We started the animation workshop by drawing a scene that we wanted to replicate in our animation 22662777_1948848745330979_757545343_o

After drawing my first draft I thought it would be too complex to do in the space of a few days, so I cut down the scene to a basic movement of my character. This being my first attempt at animating, I wanted to keep it simple so that I could improve on it after the animation jam.

I started the animation by drawing the starting and finishing poses and then going through with a light box to slightly edit each frame until they eventually all created a somewhat smooth animation.


With all of my frames in place, I scanned them in to the computer and began compiling them in a gif maker. I lined up my drawings and then looped it back to create one seamless gif.


So this is my final animation following the one week workshop, I am quite happy with the outcome I was able to create.