After the development stage our group met up once again to discuss the various aspects covered. Grace and Oli developed some more sketches that Harrison was able to digitise in this production stage. Harrison also developed the packaging (working alongside me in the development stage to use the chosen colour palette, typefaces and name). For this production part of the prject, we looked back at the deliverables Hasbro set for the brief. They were as follows:
- A presentation video (max. 90 seconds)
- A demo: either a playable prototype with full instructions, submitted as physical supporting material OR a proof-ofconcept video (max. 2 min)
- Your R&D: either JPEG slides (max. 2) or a video (max. 30 seconds)
By looking at these deliverables we were able to split up the workload between us. At the start of the project I had agreed that my main role would be to produce the walkthrough video and voiceover, alongside any graphic outcomes with Harrison. For this reason, I made mockups and the R&D boards with Harrison, and then made the presentation video myself. Oli and Grace were in charge of producing a quick demo video that shows how the product could be advertised.
As we were quite restricted with time in this brief and the print/lighting rooms were very busy, we chose to digitally mockup the game, rather than phsycially creating it. This was suitable as the Hasbro brief stated that submissions did not have to be physical. Despite this, we ensured that all the designs made were saved at a high-quality, so that if we do get through the competition we can physically produce the cards.
To make the submission look as realistic and professional as possible - one of the aims set at the start of the project - myself and Harrison bought a card packaging mockup online. It is difficult to show designs in context when they are flat; therefore, the 3D mockups allowed us to fully visualize our proposed game to the D&AD judges.
In terms of keeping the game alive for years to come, Harrison had a fantastic idea about the possibility of producing booster packs. Here, packs with various meme-related topics could be sold to cover new content and expand the game's reach to different audiences. The group agreed that this had huge potential, therefore mockups included the playing cards, packaging boxes and booster packs.
As I have produced various walkthrough videos this year, I was able to turn around a voiceover and 1:20 video fairly quickly. I put a focus on the main concept and its relation to the target audience, how the game works, how it would be distributed and the possibility of booster packs. The animation was produced in After Effects after myself and Harrison had produced all the mockups required.
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