Shit Talk

A mobile game based around lying about trivia people may not know about.

Project
UX/UI + Game Design
Roles:     Concepting, Motion, Visual Design, Development  (Independent)
Timeline:     4 Weeks, Spring 2020
Tools Used:     Cinema 4D, After Effects, Illustrator, Figma, Unity
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Summery

Shit Talk is a mobile game around lying about trivia that most people may not know. The goal of the game is to create a lie that either convince the audience it's true or is so out there that it makes for an entertaining story.

Gains

This project also serves as an opportunity to expand my motion, product design, and game design skills.


Challenges

Isolation

This was the first time I had to come up with an idea for a game with fleshed out mechanics all on my own. I had to plan and iterate without much feedback because of the plague year 😷. Being in lockdown made it difficult to gather user data as well. 

Sprints

All of the game assets had to be made by me in about 4 weeks. Iteration had to be done rapidly for all aspects of the game including the user interface, game flow, character design, and animation.

The Game

Shit Talk will be a game that requires the player to give a 30-second description of a topic provided by the game about geography, history, biology, pop culture, or even questions about other players. The questions will be difficult by design and are made to be on obscure topics.

Drawing From The Culture

Drawing From The Culture

The questions come from a database that will be constantly updated with new questions. These updates are easy to do and will keep the game fresh.

Micro Interactions

Micro Interactions

I decided that I wanted to have more sliding motions in the game as opposed to taps. This adds a greater level of player interaction. It also gives the player a greater eye candy.

There are more sliding motions in the game as opposed to taps. This adds a greater level of player interaction. It also gives the player greater eye candy.

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The final comps stretch a balance of more decorated and simple to help reinforce the game style. This brings together a unique visual aspect that makes Shit Talk a distinct experience to be enjoyed with friends.

Lockdown Hobby

This product came from the fallout from the March Covid-19 cancellation of in-person class projects, especially ones that required facilities on campus. To replace those projects, we were asked to make a game design pitch while staying at home.

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The Game Flow

The game will consist of rounds where one player will be prompted to answer a question and will be incentivized to lie based on the obscurity of the question. Even if a player knows the answer to a question the player will still want to make up an answer for the purposes of entertainment because they will be judged by other players.

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Lying

Lying

In the likely event that the player does not know anything about the subject, he or she will need to lie about what the answer is. Scoring will be based on how much the other players enjoy the answer. 

Lying

In the likely event that the player does not know anything about the subject, he or she will need to lie about what the answer is. Scoring will be based on how much the other players enjoy the answer. 

In the likely event that the player does not know anything about the subject, he or she will need to lie about what the answer is. Scoring will be based on how much the other players enjoy the answer. 

Mood Board

When I was establishing the mood of this project I wanted to have an environment of friends getting together having a good time on a day off to create a vibe of buddies being able to open up after a week of stress.

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Style Board

In the next stage of the process, I was deciding on what the visual feel of my game would be. I had one style that was kind of cute and one that was more on the grouse outside of visual design.

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Character Design

Character Design

After exploring both options I decided to go for a feel between these 2 styles, as I was not completely satisfied with either and felt they both had their merit. I decided to make cute character bodies with grotesque faces for some fun visual contrast.

Character Design

After exploring both options I decided to go for a feel between these 2 styles, as I was not completely satisfied with either and felt they both had their merit. I decided to make cute character bodies with grotesque faces for some fun visual contrast.

After exploring both options I decided to go for a feel between these 2 styles, as I was not completely satisfied with either and felt they both had their merit. I decided to make cute character bodies with grotesque faces for some fun visual contrast.

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Funny Faces

To help with my visual design I did a little bit of research and gathered a few images to use as inspiration for the style that I was going for. I wanted to have a bunch of goofy faces to go along with my vision for the game.

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Sketches

Once settling on this approach I got to work sketching out a few ideas for the characters. After that, I 3D modelled rendered them in Cinema 4D.

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As of now, I am learning coding for android in Unity so that I can code the game. I have also been setting group video sessions to test out an analogue version of the game to observe some of the gameplay ideas to see what needs to be tweaked.

As of now, I am learning coding for android in Unity so that I can code the game. I have also been setting group video sessions to test out an analogue version of the game to observe some of the gameplay ideas to see what needs to be tweaked.

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Check Out More 👇

Check Out More 👇

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Weekly Renders

Lets Chat!

Lets Chat!

johnkeefedesign@gmail.com

johnkeefedesign@gmail.com

© 2024 John Keefe
 

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