0001/0002 Workshop – C.R.A.P

Task of this week I’m working in design posters banners and webs using the basics design priciples.


First we need to understand propely this principles to apply that in our profesional or personal proyects. There is like kind of Laws of Grafic Design that works and if you know how to follow you can create Easy, Friendly dinamics Design that can Convey feeling emotions ….

For this task I have decided not to spend much time on the background. I preferred to focus on the content and how it should be distributed. I have also thought about the colors and how to play with them because it is one of my weaknesses.

After looking for several examples of inspiration I have decided to use Oranges, Browns and Yellows as a base color. And to generate contrast the blues.

Banner- Task
Poster – SteamPunk


Alejandra Ávila. (2019). 4 Principios básicos de diseño para diseñadores instruccionales.

Available at:

4 Principios básicos de diseño para diseñadores instruccionales
[Accessed 18 Dec. 2019].

Project 2 Design/Play/Disrupt (Task 5)

Final conclusions of my project (Escape Higgs)

This project has been for me a run without stopping, In an organizational chaos that to my surprise we have managed to finish with results that sincerely exceed expectations.

I have to say… in my group there were defined roles but they have not been taken into account at any time by practically no one. This has clearly proved that there is greater involvement of some than others. But this… so that we are going to deceive ourselves… can always happen when working in teams. And I have to keep that in mind always.

Days of research in forums, blogs, internet tutorials and books. Dedication and a lot of error testing were giving little by little form to the game.

What research methods did you use and how did you measure the reaction of your target audience?

At the time of developing the game concept I have never had my audience, for several simple reasons. The first is that I do not like to design for TARGETS AUDIENCE, I design what I like, what motivates me, what inspires me and I do not seek an audience, I seek to convey an experience without objective. And the second is… that I don’t know how to look for a useful audience for my objective.

The truth is that from the beginning I thought of a game accessible to most people. That’s why I thought of a DRAG AND DROP. Oriented to SmartPhones.

What research tools were most effective in developing ideas for the game concept?

The VideoTutorial platforms have been my inspirers and instructors. I have to say that the Tutorials offered by Unity leave a lot to be desired and don’t have much rhythm. Their creators should put it on themselves to see without being able to complete any without despairing or falling asleep…

Every time I needed to create something on Unity I would search the internet and get the information I needed to adapt it to my idea. Then I searched the official Unity Documentation to add more personal details and let’s fly!

On the other hand, In my concept Art-Design I think I have invested too much time in small animations for the game. I really don’t think they’re much use for a prototype either. But I also wanted to learn how to apply them in Unity and how to work with them. So it was also a necessary task that I’m happy with.

My designs are easy and without complications I have not wanted to spend much time in aesthetics, because I do not know what to give yet.

what you have learned during this project?

in this project I learned a lot about C#, A create Patrol Routes for NPC, A make attack Npc. A that Npc launch projectiles towards different positions. Let the Npc follow another Object. To create interaction between objects, Disable Complements in Unity. How to export and work with Sprites.
How to generate a dynamic TileMap… How to use conditionals to change the priority from one action to another. I’ve also learned that the X,Y position of the mouse on the screen is not the same as the X,Y position of an object in the game and that to relate them you have to use a different code.

Thoughts about the task

Our project seemed simple but when I began to develop the mechanics, the movements of the AI, I realized that my knowledge was far from the necessary to create them.

Thanks to another matte who got to run the DRAG AND DROP in the UI made us take a huge jump in the progress of the basic mechanics of the game!

But it didn’t take long to realize that running DRAG AND DROP with the rest of the Sprites in the game was more complicated than expected… Once again…

At one point I felt quite frustrated because in theory I in the group was the only ARTIST (kind off) and I had not devoted enough time to this part for my taste but on the other hand (my part of DEVELOPER), I felt I had to prioritize in the mechanics of the game rather than in the artistic. After I remembered the concept of the uncaved valley. So I saved the art for last if I had time left.

I remembered the concept of the uncaved Valley

On the other hand! The documentation, The papers.. Writing everything… I didn’t do it because I felt I didn’t have time and I had to prioritize! Now I regret it, because I find it very difficult to compile everything.

I feel like I’ve done most of the work in the team, but I’m happy because I’ve learned a lot more. Although on the other hand I would have liked to go further…

I believe that as a conclusion for future projects… Improve team communication. Distribute tasks and roles more effectively (organization) and improve my documentation techniques in the development process.

And the most important thing! Everything is harder than it seems!


What’s the plot?

Higgs Logo

A scientist Called Hipo has emulated the creation of the Univierse and the birth of the Human in a virtual machine.

But now Hipo encounters a serious problem! Virtual scientists try to discover the Boson of Higgs.

But if they do, they could make the real and virtual universe collapse into a temporary PARADOX!!

Hipo has too much sympathy for his virtual world to erase it, so he only has one way to remedy it. Interfering without humans realizing they are really a Virtual Machine!

To do this the Hipo will use the elements of nature to go undetected and save Higgs Bosson from being discovered!

Target specs:

Genre: Puzzle-Strategy
Target Rating: PEGI 3
Target Systems: Pc/Android/IOs
Average Game Lenght: 365

Promotion Video

Game Play

Short Mecanics

Its a click, drag and drop game. In which the player must decide between the 4 elements or the combination of them to complete each different level.

In each level you will find different challenges and Enemies in which you will be able to test your God Skills.

It is an evolutionary game in which the Higgs will change his attributes throughout his advancement.

It all depends on how you use your skills. Do you want to be good? or…?


Project 2 Design/Play/Disrupt (Task 4)

Reflections on Escape Higgs

The new task that has hit us now is to create a prototype of the game we show. My team has chosen mine. And I’m very happy and motivated by it! In this part of the task, technically we would have to be working each on the basis of the roles they handed out at the beginning. But I see that we are all doing a little bit of everything. We can’t focus on just one task no matter how much we want to. We are in this to learn as much as possible. And that proves that everyone wants to do things so as not to lose learning… It’s logical.

The Roles that I am in this task are of artist, designer and developer. I do practically everything in this group within the project. But I have realized that I am a good mediator between the rest of my colleagues. I try to make everyone understand each other and share what I know with the rest of the group. Thanks to sharing my skills makes the project move forward in a more fluid way between everyone!

Out of rolls, it’s been a somewhat stressful race … because I feel that there is not much organization and we have concentration problems. But it seems that when we get into it things go better than we expected… so

Estress? Yes… But on the right way!

It took almost a week to make the map, in theory I had to do the characters and so on. But of course, if I didn’t focus on the mechanics, nothing would come out. So I put aside the artistic part and focused more on research on C# and Scripts.

I feel like I’ve done most of the work. Sprites… Logos…. Code… in the end I also had to do the paper work. I feel that they haven’t been involved at all in the project. Only one of the Designers, who moved to Developer has created a basic part of the GamePlay of the game. If it wasn’t for that.. I would have eaten the project by myself… But I’ve learned a lot in the process and that satisfies and motivates me.

If I ever work in a team again I hope that people will be more committed to their responsibilities. And don’t have to fall all over one person.

// Links Reference

Solution to the problem of Placing the mouse X,Y with objects inside the game