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app game

Gaming applications have emerged as highly sought-after forms of handheld entertainment for mobile devices, each demanding the expertise of a skilled designer to ensure their distinctive appeal.

To design a theme and graphics for a mobile game that had previously been coded, incorporating game mechanics loosely inspired by the widely popular Snake game from the original mobile phones of the 90s.

The objective was to provide a refreshed look and feel suitable for children aged 3-10, with a targeted release in time for the Easter holidays where game app sales were high due to parents needing to entertain their children on long trips.

02 research

Prior to initiating the design process, it was imperative to conduct thorough research to identify the specific target audience for the app as outlined by the client.

 

 

 

Following a meeting, key insights were distilled to focus the research efforts on a well-defined market segment.

Children 3-10 years

Male & female

Western market

Only for hand held devices

The selection of a train theme was deliberate, given its alignment with the technical aspects inherent in the original Snake game, and its widespread recognition as a common toy enjoyed by children.

 

However, it was essential to ensure that any visual resemblance and stylistic elements steered clear of characters like Thomas the Tank Engine to prevent potential copyright complications.

toy train designs

The unique shape and appearance of steam trains were evident, enduring even in the era of electric railways.

The classic steam trains, in particular, have attained an iconic status, resonating with individuals who may have never personally witnessed one in real life.

Bold

Steam train

Stubby

Colourful carriages

Smoke

icon design

The client discerned that a significant number of app downloads could be attributed to the efficacy of the icon design.

Consequently, I conducted an analysis of some of the most popularly downloaded game apps at the time to identify patterns and distinctive elements in
their designs.

Bold

Simple

Colourful

Recognisable

03 development

train assets

Although the game perspective was going to be looking from above. I combined with perspectives with the goal assets face on and the train seen from above. 

*goal assets: Targets for the train to aim for and collect.

 

Compelling design took precedence over a real-life perspective. Given that goal assets viewed from above might not have been easily recognisable and, being static, would appear acceptable when seen from the front.

Conversely, the train exhibited better recognition from above and proved more effective when maneuvering around the screen in a snake-like fashion.

Note: Designs above shows the initial concept of the train being seen from the side. This would not have worked well when changing directions. And so the view from above was preferred (below).

goals assets

Each asset symbolized a potential reward attainable by the train before its disappearance. Given the game's scheduled release during the Easter Holidays, a thematic design centered around Easter eggs and chicks was meticulously crafted.

app icon

The initial design iterations commenced with a static image extracted from the game, featuring a top-down perspective and subsequently a side view of the train. However, these designs fell short in capturing the entertaining character of the game.

Consequently, a more audacious design approach was embraced, notwithstanding the fact that the image did not accurately mirror the in-game display. This shift in strategy drew inspiration from the wisdom of seasoned computer game developers of yore, emphasizing the importance of crafting artwork that effectively conveys the emotions and thematic essence of the game.

04 playtime

"Mum, can I play ChooChoo Train?"

Click on on the pointy hand that will take you back to the top of the page to see the video again.

01 brief

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