JAJA game
Problem & Solution
Story concept, graphic design, and illustration, animation, game design, programming.
Introduction
I picked up the regular gaming concept that has been in the computer games since I remember – collecting gold and slightly turning it against the player. Since Game is a World in which as a creator I can set my own rules, one of the rules has happened that when I take something, it will somewhere else be missing. That’s why in this game of stolen things there is a world in which we find it more difficult.
Goal
It’s actually a bit of an assault on a player, I admit. But I leave him how to deal with this bruise. JAJA is suited to the archetypal and animal world, perhaps I can also use the expression – the environment. It works with instinctive emotions. If a player needs to collect further, more and more, he actually caught the trap I had been preparing for him.
Another self initiated project: Volume 1 →
Client | Self project |
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Aesthetics & Graphics
Graphic aesthetics are based on old Japanese woodcuts. It is interesting for me to explore their symbolic simplicity, spatial composition with a strong depth effect when saving the used elements.
The simple coloring is actually against „EyeCandy“ visuals of the contemporary „casual“ games. Yet, with the golden background, I get into the first plan of attraction, with which I try to work further and immediately attract the audience, dragging them into a trap they are unaware of.