Design Av Grafiskt Material Till Ett Indiespel

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Design Av Grafiskt Material Till Ett Indiespel Design av grafiskt material till ett indiespel Processen att utveckla en logotyp och webbsida till spelet Heathen Quest. Design of marketing material for an indie game The process to develop a logo and a website for the game Heathen Quest Författare Desirée W Persson Datum 2019-04-14 Examensarbete för kandidatexamen i Grafisk teknologi Högskolan Dalarna Examensarbete för kandidatexamen i Grafisk teknologi Titel Design av grafiskt material till ett indiespel: Processen att utveckla en logotyp och webbsida till spelet Heathen Quest. Nyckelord Designprocessen, grafisk design, indiespel, logotyp, grafiskt material, webbsida Författare Datum Desirée W Persson 2019-04-14 Publicering fulltext Open Access Jag/vi medger publicering i DiVA JA NEJ Kurs Examensarbete för kandidatexamen i Grafisk teknologi (GT2047), 15 hp Utbildningsprogram Grafisk design – kandidatprogram, 180 hp Företag/Institution Handledare vid företag/inst. Heavy Realm Games Jonathan Ferm Handledare Examinator Josefina Cederberg, [email protected] Petter Kolseth, pkl @du.se Sammanfattning Målet med detta arbete var att ta fram en logotyp och en webbsida till spelet Heathen Quest. Både webbsidan och logotypen skulle tilltala spelets målgrupp och förmedla spelets känsla: ”Rollspel med klassiska dungeon crawling och moderna inslag”. En visuell innehållsanalys gjordes för att undersöka hur liknande populära indiespel designat sina webbsidor och logotyper. En enkät utfördes med respondenter ur målgruppen för att utreda vad de upplevde som tilltalande. För att se om materialet skulle vara kommersiellt gångbart, utfördes semistrukturerade intervjuer med branschaktiva inom indiespelutveckling. Till sist utfördes en semistrukturerad intervju med Heavy Realm Games för att validera att materialet reflekterade den känsla som de ville förmedla. Baserat på den data som samlades in skapades designförslag som skulle både signalera att spelet var ett RPG-spel, vara tilltalande för målgruppen och visuellt representera spelets tema. Under undersökningen framgick det att det är viktigt att designa med ett tydligt mål. Författaren har också upptäckt vikten av att välja det material som ska marknadsföra ett spel baserat på den tid som finns tillgänglig till att skapa det och underhålla det. Det är möjligt att det finns andra typer av grafiskt material som skulle ha varit av högre relevans att fokusera på inför sin lansering av spelet. Resultatet av de skisser som skapades under arbetet visar att de i stor utsträckning tilltalar målgruppen, kommer vara kommersiellt gångbara och kommunicerar spelets tema väl. Högskolan Dalarna Postadress Högskolan Dalarna, 791 88 Falun Telefon 023-77 80 00 Hemsida www.du.se 2/148 Thesis for Bachelor Degree in Graphic Arts Technology Title Design of marketing material for an indie game: The process to develop a logo and a website for the game Heathen Quest. Keywords design process, graphic design, indie game, logotype, marketing materials, website Author(s) Date Desirée Persson 14/04/2019 Course Thesis for Bachelor Degree in Graphic Arts Technology (GT2047), 15 ECTS credits Degree programme Graphic Design, 180 ECTS credits Company/Institution Supervisor at company/inst. Heavy Realm Games Jonathan Ferm Thesis supervisor Examiner Josefina Cederberg, [email protected] Petter Kolseth, [email protected] Abstract The goal of this investigation was to create a logo and a website for the game Heathen Quest. Both the website and the logo would appeal to the game's target audience and convey the feeling of the game: "Role playing game with classic dungeon crawling and modern elements". A visual content analysis was used to investigate how popular indie games designed their web pages and logos. A survey was conducted with respondents from the target group to investigate what they experienced as appealing. To see if the material would be commercially viable, semi-structured interviews were conducted with industry active in indie game development. A semi-structured interview with Heavy Realm Games was performed to validate that the material reflected the feeling that the studio wanted to be conveyed. Based on the data collected, design suggestions were created that would signal that the game was an RPG game, be appealing to the target audience and visually represent the game's theme. During the investigation it became clear that it is important to design with a clear goal. The author has also discovered the importance of choosing the material to promote a game based on the time available to create and maintain it. It is possible that there are other types of marketing material that would have been more relevant to focus on before launching the game. The result of the sketches that were created during the work show that they, to a large extent, appeal to the target group, will be commercially viable and communicate the theme of the game well. Dalarna University Postal address Dalarna University, SE-791 88 Falun, Sweden Telephone +46 (0)23-77 80 00 Website www.du.se 3/148 Förord Detta arbetet utfördes med syftet att uppnå en kandidatexamen inom Grafisk Design på högskolan Dalarna. Tack går till Studion Heavy Realm Games som haft stort tålamod genom hela processen, som drog ut på tiden längre än deras egna tidsplan. Utan deras medverkan hade inte det här examensarbetet blivit av. Jag skulle vilja tacka East Sweden Game för att de bjöd in mig till sitt kontor och hjälpte mig med både lokaler, respondenter och en och en annan fika under mina intervjuer. Ytterligare skulle jag vilja tacka alla respondenter för tiden de investerade i att svara på mina frågor. Även min kloka handledare Josefina Cederberg som lett mig genom mina funderingar så jag kommit ut mindre förvirrad på andra sidan, ska ha ett stort tack. Desirée W Persson 4/148 Innehållsförteckning Förord ........................................................................................................... 4 1 Introduktion .......................................................................................... 8 1.1 Bakgrund ......................................................................................... 8 1.1.1 Dataspel ................................................................................... 8 1.1.2 Digitala spel ............................................................................. 8 1.1.3 Producenter .............................................................................. 9 1.1.4 Försäljningskanaler .................................................................. 9 1.1.5 Steam ..................................................................................... 10 1.1.6 RPG-spel ................................................................................ 10 1.1.7 Uppdrag ................................................................................. 11 1.2 Syfte .............................................................................................. 11 1.3 Problemformulering med frågeställningar .................................... 12 1.3.1 Frågeställningar ..................................................................... 12 1.4 Avgränsningar ............................................................................... 12 2 Metod ................................................................................................. 14 2.1 Tillvägagångssätt .......................................................................... 14 2.2 Material och utrustning ................................................................. 15 2.2.1 Mjukvara ................................................................................ 15 2.2.2 Webbsidor och webbapplikationer ......................................... 15 2.3 Datainsamling ............................................................................... 15 2.3.1 Litteratursökning .................................................................... 15 2.3.2 Visuell innehållsanalys ........................................................... 15 2.3.3 Enkät ...................................................................................... 18 2.3.4 Semistrukturerade intervjuer .................................................. 20 3 Teori ................................................................................................... 22 3.1 Logotyp ......................................................................................... 22 3.1.1 Logotyper & ikoner för spel .................................................. 22 3.2 Webbdesign ................................................................................... 23 3.2.1 Utseende ................................................................................. 23 3.2.2 Innehåll .................................................................................. 24 3.2.3 Funktionalitet ......................................................................... 24 3.2.4 Användarvänlighet ................................................................. 24 3.2.5 SEO (Sökmotoroptimering) ................................................... 25 3.3 Grafisk design ............................................................................... 25 3.3.1 Symmetri och asymmetri ....................................................... 25 3.3.2 Kontrast .................................................................................. 25 3.3.3 Gestaltlagarna ........................................................................ 25 3.3.4 Färgscheman .......................................................................... 26 3.3.5 Färg .......................................................................................
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