SLOSHED REDESIGN


ILLUSTRATION & PACKAGING
FEBRUARY 2024 (2WKS)


OVERVIEW




This open brief gives the limitations of redesigning an existing game with the following theme of having competitive fun through drinking alcohol. The goal of this is to win the game by being the least intoxicated in the group through completing various tasks. What makes a game enjoyable is how quick people learn the concept, the components and the replayability. Before beginning research, I looked into what aspects could be changed about the game, for example, the target audience, the layout of the cards or even the visual theme itself. This led to brainstorming involving sketching, research and expanding on contextual ideation.



LUCKYEGG




PROCESS


Research:



The research covers card/ board games I have personal experience with which deals with how quick it took to learn the game, the overall design and how it contributes to the ease of the game. In a world were anything could be a drinking game, this leads to a lot of competition but also could be argued that there could be a designated game to that specific activity. These games usually target a specific audience with the same interest with confidence in completing certain tasks.

The freedom of turning anything into a drinking game makes the concept have versatility of application, therefore any games could be played with various groups with different interests which could be a great target audience especially for similar gatherings/ settings at university clubs/ societies.

These games (to the right) all have easy to learn concepts with replay value where it would also be easy to apply their own drinking rules. They also have additional concepts that makes the game more interesting such as combos, selfsabotage and stealing other player’s cards. Alongside, how the layout of the cards make the gameplay smoother through the ease of reading as well as allowing players to counter certain actions/ cards giving the illusion of choice





Exploding Kittens
Elan Lee, Matthew Inman, and Shane Small

What?
• Combo actions/ attacks which allows for people to draw additional cards or steal others,
• Easy to learn concept,
• Easy to read card directions as actions are reduced to a handful of words.

So What?
• Replay value & quick rounds,
• Not a drinking game but could easily be by trading certain cards for sips/ shots
Muffin Time
Big Potato x asdfmovie

What?
• Comedic actions
• Easy to learn concept,
• Easy to read cards with visual alongside directions.

So What?
• Replay value & quick rounds,
• Not a drinking game but could easily be by trading certain cards for sips/ shots 
• E.g. to ‘counter’ you have to drink, etc.
• Additional fun, as players can use ‘counter’ to pass drinks off to others
Dungeon Mayhem
Dungeons & Dragons

What?
• Competitiveness,
• Plays along with personalities in the group,
• Easy to learn concept,
• Easy to read cards due to icons and short ‘one liner’ sentences.

So What?
• Replay value & quick rounds,
• Not a drinking game but could easily be by trading ‘lives’ for sips/ shots



ART INSPIRATION FOR EYES: Andreea Dumuta (IG), DIGITAL ART, JANUARY 2024 - FEBRUARY 2025
  I studied why the games I research were popular, easy to play and what aspects they had that I could apply to my design. Since I’m a kinetic and visual learning, I find it hard for me to read instructions so it would be best to have additional ways of learning the instructions such as YouTube video or playing through example/ practice round. All the games I had used as inspiration all had comedic illustrations making it a visual icon for each action, text hierarchy layout to make it easier to identify important information and ability to become a drinking game through an application of rules.

After exploring a handful of ideas such as illustrated characters from anaphoric features to genderless colourful blobs with facial expressions. In addition, I’ve also delved into the original design of using ‘eyes’ and more, as I consider it a window into someone’s personality using their core facial expressions. To develop, I focused on refining both the anaphoric characters and the ‘eyes’ design to further the idea of personality and the use of body language to express drunken behaviour. I’ve considered changing the colour scheme but I didn’t want to limit or over simplify the design. For example, Shruthi Suresh has redesigned ‘Sloshed’ but they took out the element of accessibility of identifying by colour so it felt it lacked visual individuality which I feel is needed when one’s sense are impaired. 

I’ve settled with keeping the colour scheme and the idea of using ‘eyes’ for category expression. This allows me to enhance it’s original design by giving it a pop of texture and a more complexity allowing it to have a chance to stand out on the shelf.





OUTCOME


THE JOURNEY



OUTCOMES


This design encompasses the various accessibility aspects, emphasizing each personality to each category design and visual choices to represent the age of nostalgia for the new generation of adults. When I considered design decisions to cover various accessibility aspects including trailing the contrasting colours scheme for various colour-blindness, multiple methods of identifying card categories and applying text hierarchy to clarify important information. The viscous 3D texture for the game title resembles the nostalgia of bubble writing in high school in the late 2010s to wash over the emotions of a simpler time and to also portray the physical feeling of intoxication.

On the other hand, I’ve also chose to reuse the illustrated assets for the packaging and composition to reproduce a scene similar to street sticker vandalism/ graffiti. This would often represent the culture of self-expression through an inexpensive way especially for university students and poor artists. This better reflects the newer adult generation and their expressive views for their future and in wanting change whilst still trying to enjoy their life while they can. Wanting change and enjoying present life could go hand-in-hand, as it could be a stress reliever for groups who needs to takes mental breaks by socially engaging with others as an escape.

This design journey was both difficult in terms of considering what limitations to set myself and how much I should change in the ‘redesign’ of this card game. Although the redesign wasn’t a big change in terms of colour scheme and using existing visual design. I enhanced on the idea of ‘eyes’ as window into personality and expression to display each category in respective to the emotion. If this became a full project where I could introduce additional rules to give the illusion of choice where they’re able to pass off the drinks they’re given or an idea separate from the game. Fro example, a set of rules that could be applicable to any card/ board or digital game for in-person and virtual gatherings.


ALTERNATIVE IDEA (LEFT)