Solstice Mobile STEM Game
Developed a pitch for a S.T.E.M. focused game aimed at developing those skills for 10-14 girls.
A demo video aimed at gaining interest and investors.
Synopsis: The game takes place in the distant future on a small, desolate yet familiar planet. Every 10 years on the winter solstice, the “Others” invade your village, capturing the elders, leaving only the youngest villagers behind to fend for themselves. This is the way it's been for as long as anyone can remember and they're coming back soon.
The story picks up as our heroine is out scavenging for food near the village one day. She's about to leave the area without finding much, until she sees something sparkle in the rubble. She clears some of the rubble to find a strange device—it lights up and begins speaking as soon as she picks it up. The device tells our heroine that she has been chosen, like other girls across the world, to save not only her village but also the entire planet. The device guides the young girl to an ancient ship that players must fix through quests given by the ship’s computer.
STEM learning takes place via video instruction and is applied during a quest in a story-based, problem solving scenario. Most quests unlock technology that can be used to upgrade your character and rebuild the ship, EOS so you can save your people. The also game includes social aspects in which players can leave posts for other players and eventually trade technology with one another.
Character lineup
The process of creating the style and characters started with sketches and mood board creations that we did seperately. Then we brought that together, made cuts and zeroed in on a style we agreed on and did more iterations. With feedback from our demographic, we brought it all in digitally.
in game landscapes
The environments we made stay in the flat, gradient heavy style and incorporate a world that resembles ours, but in a future where over grown and desolate.
Project Background: With 6 weeks, our group was to think up a game that uses challenges and puzzles to help tween girls get excited about Science, Technology, Engineering, Math. Deliverables were a tagline, storyline, sketches, screens of gameplay, UI/UX demos with tweens, white-boarding sessions, flowcharts and advert video.
Project Goals and Objectives: In the end, the goal was to create a enough material (documentation, visual assets, guides, scripts, videos, gameflows) to feel real enough to pitch to investors.
Process: The process started with a group sit down to discuss ideas, story, and goals. After a rough storyline and intended goals were created, we created style guides and voted on what worked and what didn’t. With style guide in hand, we broke off individually and made characters and environments. Within the group again we decided on which direction to move forward with. Then with these rough ideas we sat down for a rigorous white-boarding session to work on how onboarding, profile creation, parent interaction, social aspects, inventory, challenges, puzzles, title sequence, quest status and updates, and achievements. With all this documented we started working individually on creating animated assets for video promotion. After editing all footage, we created a final presentation intended for investors.
A visual representation of our gameflow. The mechanics of the game relay on that which is familiar to young ones, such as Journey or Adventure Team.