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Reynaldo Mercado

This project was made using Scirra Construct 2. The text comes from the engine itself, the images of
phones are from yahoo images, the graph is from pew research, and the animations and any other assets
I made myself.

Differences from Conceptualization


I used a graph showing the different ages at which people receive their first mobile phone instead of
one detailing increasing phone usage.

Differences from Design


I stated that I wanted the game to feature different rooms the player could go in and out of but I was
unable to find a way to implement this in Construct 2 so the game is just a hallway.(A SPOOKY
HALLWAY)

Principles of Design
I used the following 3 principles of design.

-17:Blue Effects-Blue is the world's most popular color so attention is drawn the bright blue text in the
game.

-29:Constraint- The actions that can be taken in the game are limited to just moving left and right so
more attention if focused on the information being displayed.

-69:Highlighting- The character and objects that can be interacted with will have bright color schemes
so they stand out from the background.

I feel these fit my ideas well but these principles of design could have sufficed as well.

-54:Forgiveness-The game is simple and constrained so that error is impossible.

-78:Kiss-The background is simpler than the character, objects, or text making them stand out.

-104:Progressive Disclosure-Information is only displayed when necessary (the headers for the
different exhibits) or when requested (history displayed when an exhibit in interacted with and
information is displayed).

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