Graphics & Application

I have worked some more on the graphics for the application, which will be used further in the visuals inside the game. Here is the result:

The visuals are rough and angular, but is still modern and easy to look at. The same principles as you can see in the colors and style can be used for all graphics inside the game. Because the application mostly will be used in daylight, there have to be high contrast. We will be able to achieve this by using bright colors on a dark background.

— Written and designed by Marius Haugen

Visual concept of interface and application

We had a brainstorm around the style and feel of our game. I was given the task to design the visuals surrounding the game and how it was supposed to be presented.

After establishing that we were creating a military operation I did some research into other similar games across platforms. In addition, I had to dig into military visuals. As you can see on the logo for the U.S. Air Force they use a lot of stars and edges. This was something we wanted to explore.

Because the mission that our user would get was a bit stealthy, we wanted this to be represent in the visuals. You can see on the following stealth plane that they are blending a lot of colors like green and blue in with black to “hide” the plane in with the surroundings.

We have created a name for the game which represent both the scavenger side, the stealthiness and the military side of the visuals; “Project Raven”. This gave a lot of inspiration into the visuals. Which you can see in these early sketches of the application.

I will work further with these sketches to make graphics we can use inside the game and for our application.

— Written and designed by Marius Haugen

A game for the Apple App Store

We have, after some discussion and research, decided to develop an concept that is purposefully designed as an game for the iPad. Which means that we are developing a game that are going to be published through the Apple App Store.

The reason for this decision is mainly because of the market we are aiming for. Which is those who bought the AR Drone because they had an iPad that they can control the unit with. They will not relent to buy the application if it seems appealing, even though the price is higher than the other games.

We are trying to make the concept a bit different from other AR games that are out there for the AR Drone. Because the audience are more mature, they do want a game that are a bit more sophisticated than the other games that are out there today. The application we are developing is aiming to give the user an experience of being in a military division that are using drones to dispose bombs.

To create the right atmosphere for this, the graphics, the story and the gameplay, have to be modern, true to the concept and not “flashy” or childish. We have started this process by making the ingame interface much like an HUD (heads up display) for a fighter jet plane. The military feel will be carried out throughout the design.

— Written by Marius Haugen

Scope of Work / Proposal


With the emerging of AR in games, we have been given a project to explore the effective use of AR Drones in gameplay for either iPad or PSVita.

The proposition

After looking at the current customers of the AR Drone, we are proposing to make a game for the iPad which the user can buy in the Apple App Store. Which is the same place they currently are buying similar games, and is a platform for publication that works very well. By making a game where we focus on the experience of AR, in comparison with the games out there today which seems gimmicky, we will get the user to actually enjoy the gameplay.


We are aiming to explore the use of AR in a better way that is done before on games for the iPad that uses the AR Drone as an essential part of the gameplay.

Target market

The user in which Parrot is marketing the AR Drone towards are younger males that share an interest about new technology, gadgets and RC models. We aim to produce a game that is suitable for these users and is in their line of interest.

Scope project team

We have three people available for this project; one user experience designer, one lead designer and one 3D artist. Together we will be able to create an visualisation of the gaming experience with a video which will function as an mockup. It can be used in further development as an asset for how a game such as this should look and feel like.

Process & deliverables

The natural process from here will be to expand on our idea of using AR sensible. The different people that are in this project will be doing their own part of the work and get together sometimes to review each others accomplishments. Then deliver a prototype with all decisions presented.

Creative concept

The object of the game is to navigate the AR Drone through the environment, searching for and deactivating as many bombs as possible in the given time. To give the right setting for this task the user will be given an interface inspired by the HUD (head-up display) you can find in fighter jet aircrafts. The user will be given different tools to locate the bombs e.g. sound navigation, thermal-imaging and night vision, then some puzzles to deactivate the bombs.

Technical audit & scope

Because we do not have an coder/programmer in our group we are not able to make a working prototype. Instead we will showcase our prototype in a video demonstration. The game will therefore be modeled (3D program: Maya), designed (photoshop and illustrator), animated (flash, Adobe After Effects and Maya) and filmed (because it is a game that uses the world around the user as a platform for gaming), then we will edit it into a short film.

Evaluation methods

To evaluate the game we are going to perform user testing. This will be done two weeks before due date so that we will be able to do some changes according to our feedback. Another one will be performed in the end so that we can explain what we have done right or wrong.

Timing plan

The three members of the group have been given different tasks in a , which are graded after importance and due date.

— Written by Marius Haugen