I surprise myself, but some ideas can literally take you around the world, ancient and new! This extends from my concept for my design studio final project this fall semester, and here is the project paper outline.  This outline stands to serve me as a tool and guide to help my final paper and the project as a whole. This may need some slight edit as I progress through the project.

  1. Preface
  2. Introduction
    • Design Definition and Values
    • Passion and Purpose of Design
    • Exploration
  3. Idea
    • Why an Idea?
    • Conception of this Idea
    • Why stick to this idea?
  4. Inspiration
    • Ideas in Form
    • Childhood and WWE Trump Cards 
    • Collectibles
    • Tarot and Crystal Ball
    • Once Upon a Time (Magic)
  5. Concept
    • Statement (Kick-start)
    • Purpose
    • Name and Exploration
  6. Domains
  7. Research
    1. History
    2. Concept
    3. Precedents
    4. Understanding popular games today and styles
      • Gameplay isn’t the fun, the content is the fun
      • Multitude of cards and content
      • The AR games today are cards of no use
    5. Process
      • Game, Design, and Play – John and Colleen – Iterative Process
      • Design Values – John Sharp
      • Valve Playtest Principles
      • Observations
  8. Core
    • What the game is about
    • Why is it worth making it
    • Why am I making it
    • What do the users gain from it
  9. Design Statement
    • Goals
    • Criteria
    • Impact
    • Lens and Users
  10. Form and Technology
    • Concept Prototype
    • Aesthetic Prototype
    • Feature Set
  11. Prototypes
  12. Rule Set
    • The Minimum
    • Setup
    • Game Summary
    • Mission
    • Rounds
    • Game Play Rules
  13. Aesthetics and Experience
    1. Package Design
    2. Visual Design
      • Icons
      • Colours
      • Typography
    3. Experience Design
  14. Game Play and Goals
    • Success and Entertainment
    • Failure and Boredom
  15. Reflection and Reviews
    • Defend your critique
    • ARgument of Novelty
  16. Conclusion