From Proto to Print - The visual journey of a game
Description
1. PRESENTATION
2. PROFESSIONAL PROFILE + GAMER PROFILE MAKES THE PERFECT COMBO
3. A BOARD GAME AUTOPSY (CHART)
4. THE PROFESSIONAL TEAM LINE-UP
5. THE PROTOTYPE AND FINISHED GAME (TESTED BUT NOT DESIGNED YET)
6. THE EDITOR IS THE MASTER OF CEREMONIES
7. EDITOR / PRODUCT MANAGER / ART DIRECTION – WHO DOES WHAT?
8. DILEMA: WHO GOES FIRST, THE ILLUSTRATOR OR THE GRAPHIC DESIGNER – SOMETIMES IT’S THE SAME PERSON (NOT VERY COMMON)
9. UNDERSTAND THE GAME IN ORDER TO DESIGN
10. ARTWORK AND GRAPHIC DESIGN SKETCHES
11. ILLUSTRATION STYLES AND SYNERGY BETWEEN THE ILLUSTRATOR AND GRAPHIC DESIGNER
12. WHAT IS ILLUSTRATED AND WHAT GRAPHICALLY DESIGNED? (EXAMPLES FOR THE PUBLIC TO GUESS)
13. THE THIN LINE OF THE VISUAL ASPECT WITHIN A GAME
14. DESIGN FOR THE WORÑD – THINK ABOUT LICENSING – MAKE IT EASY FOR OTHERS
15. SECURITY PROTOCOLS – MAKE IT SAFE
16. MEMENTO
17. USABILITY AND HIERARCHY
18. DOUBLE CHECK AND TRIPE CHECK EVERYTHING
19. PRINTING – BOOMERANG EFFECT WITH THE MANUFACTURER
20. ATTITUDE VS SKILLS
21. PROFESSIONALISM OVER ALL – THE EVOLUTION AND HARD WORK PAYS OFF
22. END OF PRESENTATION AND OPEN QUESTIONS