This project was a great learning experience in terms of designing for the non-hardcore gamer demographic. Game conventions need to be spelled out explicitly, GUI elements need to be easy to read and immediately recognizable, and control should be smooth.
In the case of Scooby, our levels were based on the hub system : a free-roaming area is the central spoke with missions that spring from locations in this courtyard. Missions included driving the Mystery Machine, racing toward the camera as Shaggy holding Scooby, and a Platform-style mission. |