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dc.contributor.advisorCrocker, Dusty
dc.contributor.authorMalpass, Mackenzie
dc.date2020-05-19
dc.date.accessioned2020-08-24T15:55:44Z
dc.date.available2020-08-24T15:55:44Z
dc.date.issued2020
dc.identifier.urihttps://repository.tcu.edu/handle/116099117/40259
dc.description.abstractThis project involved the marketing and branding of an augmented reality visual novel game, which is an experience new to the genre that changes the way players think about games and controls the gameplay in a very unique way. By using both virtual gameplay and real life puzzles, the player will be able to interact with the storyline in a way that hasn't before been experienced in the video game world. This will be accomplished through extensive research into the reason people are drawn to games in the first place, the target market that typically invests into visual novels and targeted video games, the branding of digital video games and games that have real-life merchandise, and the design depending on the mood of the plotline. The final result included a full brand development, advertising, social media pages, a gameplay interface mockup, and package design.
dc.subjectvideo game
dc.subjectgaming
dc.subjectgames
dc.subjectgraphic design
dc.subjectgame design
dc.subjectdesign
dc.subjectvideo game
dc.subjectvr
dc.subjectvirtual reality
dc.titleEncryptia: An Augmented Reality Puzzle-Based Video Game
etd.degree.departmentDesign
local.collegeCollege of Fine Arts
local.collegeJohn V. Roach Honors College
local.departmentDesign


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