Presentation Prezi
Quick update, last night I gather all the information that is going to be presented in final presentation and created a prezi presentation for the team to practice and do the final changes during this afternoon.

And this is how thingsd ended after today’s work

Final Logo
In the last post about the logo, A Police Officer with red blood was used.
The main problem was that the Police was the character that was being localized. Which meant that 9 different logos would have to be created for the 9 countries.
But zombies don’t have that problem. So a zombie was used instead.
Another problem was the red blood. Germany doesn’t show blood as red. So to as make sure that the same logo can be used for all countries, the blood was changed to green.
This is the final logo:

Changes in Texture (cont.)
Another country was added to the list: United States of America.
USA is one of the biggest Gaming industries in the world so it was also added to the list.
The Police character and the car have a texture for USA now:


Newspaper localization complete
Newspaper localization complete. German version contains green blood rather than red due to laws in the country. All f the text has been correctly translated for, : Today’s News and The zombie apocalypse is here!






Technical Stuff – Update 2 – Part 3
In this part 3 series of Technical Stuff, I will be discussing about the methods that has been used to change the Text and Texture.
The information of the flag when user selects it, is store in file. The file is auto managed by unity and its class is static, so the data can be retrieved from any class.


For Main Menu Localisation, we had to work on various aspect of the scene.
- Title of the game
- Background
- Buttons

For Game Over localisation,
- Game Over text,
- button
- Background Image


Tutorial level flow
During the brainstorming phase for the project, it was decided that a non-verbal approach will be taken when considering both the way the story would be delivered as well as how the player will be taught how to play the game.
This design approach was taken because it was deemed less expensive than having voice over or significant amounts of text. The whole tutorial would be conveyed trough the use of icons.
Our UX designer set to work on the icons and where to better arrange them on the game screen to make them easy for the player to see and understand. Our technical team started working on an implementation solution.
Finally, I was left with creating a level flow chart that would define the core of the tutorial level and help communicate the vision for this non-verbal tutorial.
The building blocks for this simple diagram are as follows:
“LEVEL/LOCATION” block – serves to inform about the location of the player and eventual location changes
“PLAYER RESPONSE” block – what the player does, objective previously communicated to the player
“LOCK” block – also known as hard gate, restricts forward progress until a certain criteria has been met
“KEY” block – status changes to the world or the player that will open a “lock”, permit advance
By using these building blocks the following level flow diagram emerged for our non-verbal tutorial level:

– Marius Anton – Design lead
Technical Stuff – Update 2 – Part 2
Tutorial Scene is design for player to familiarise with controls of the game.
The movement of main character is assigned to keyboard keys “w”, “s”,”a”,d” and direction and gun fire is to mouse.
For the country who use standard keyboard, we have tutorial with standard keys and the research shows that all the country that we are supporting except Russia use standard keyboard layout. So for Russian localisation, we have different keyboard layout.
| Standard Keyboard layout | Russian Keyboard layout |
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A script has been written to manage the tutorial scene.
List of GameObject / Sprite Attached to the script![]() |
To Change the default layout to russian layout![]() |
To manage the Sequence / animation of keys![]() |
Updated user journey with comments
Comments from users are now displayed in the comments section of the chart.
https://drive.google.com/file/d/0B0skoraKEChKVmpfYUY1dUlWU3M/view?usp=sharing

User journey chart for newest target audience
As we were un decided on our target audience, and we have come to a decision on the age rating being 16+ I have created a user journey chart focusing on this age rating, and including persona 4, a teenage gamer.
The chart shows from research that the majority of the interviewees, who were 16-17, become aware of games from friends and family. The chart also shows that the most important and critical point for the interviewees while researching into a game is social media. 60% of interviewees said that they usually use youtube to research games before they buy and that this would influence their decision on purchasing dramatically. 60% also said that they alter their graphical settings in games they play, very close to the start of the game and that, depending on the game, they wouldn’t like a game to not have these settings.
The new chart is below:
https://drive.google.com/file/d/0B0skoraKEChKc3h3VFhibGprYU0/view?usp=sharing







