Week 2 – Transformation

The team started the week by sharing the research we had done with our instructors. We conducted extensive research on Rwanda because we wanted the game to be tailored to our target audience. The art and culture there are incredibly rich, and we discovered a lot of design potential.

Brainstorming for the game

After gaining insights into our audience, we held a game concept brainstorming session. We gathered to discuss our absolutely “yes” and “no” ideas for the game. The team pictured a 3D interactive game where the player explores various worlds and engages in different mini-games with the help of a shoe character, who serves as the hero of the game. With the shoe’s guidance, players progress through each level, learning valuable lessons about hygiene practices. We’re all excited about this concept! The artists immediately began developing the character designs, the narrative designers started crafting compelling storylines, and the programmer began building the player controllers for the game world.

Brainstorming

Programmer worked on the player controller in the game world.

Transformation Workshop

On Wednesday, the team attended the “Transformation Workshop.” This workshop was crucial for us since our game aims to create a transformational experience. During the session, we realized there were several important topics we hadn’t yet addressed, which are essential for our game’s transformational framework. For example, we hadn’t gone deeply enough into the barriers—“Why don’t the students wear their shoes or wash their hands and feet?”—and we also needed to clarify our transformation goals. Addressing these questions is key to designing the game effectively. After the workshop, the producer and UX designer began refining our framework.

Meeting with the client

We shared our transformative strategy with the client later this week and received some valuable answers that helped us finalize our framework. The client clarified the context in which the game would be played: it will be used in classrooms or child development centers, on tablets, with students playing for around 10 minutes. This information is vital for designing an appropriate user experience. Additionally, we received research documents on the barriers to hygiene practices and some existing educational videos, which were very helpful. However, we also learned that the client now prefers the game to be applicable worldwide, rather than focusing only on Rwanda and Africa. After receiving this update, the team started brainstorming ways to make the game more universally appealing. Perhaps it’s through a great story combined with some art design. The team will need to figure out the next step!