With a strange and uncanny sense of deja vu I look through
the snaps I have taken of my portfolio, three and a half years ago, my teacher
looked through it in the class I am now sitting in as a mentor, of course I am
focused on mentoring the students who haven’t quite turned up yet! The main
page is the initial one where I try to describe my whole idea with pictures
that serve as my inspiration and quick sketches drawn on the back of a
worksheet. All in all, I really enjoyed putting it together but starting off
was a challenge as I did not pick a target audience, which is how I learned the
importance of having a brief, knowing who you are making it for. Even though
this was a personal task for university admissions, I felt that the
idea needed focus. This focus was in the form of my intended target audience.
Target audienceAs women in games is a decisive, inherent and constant argument in games design, culture, history and marketing, I felt it was important to speak about this through my design, not a no-holds-barred shout against the injustices of female soldiers in nought but battle bras, but a subtle reminder that there are more to women than that. Additionally, young children who are impressionable like moulded play dough can sense when a toy or game is not meant for them. Games can be seen a boys’ toy, without going into a discourse about girls’ games being about animals, cooking and fashion designing, I wanted to create an idea which a girl could play and aspire to be like, a brave, bold and fun character that does not perpetuate female stereotypes but push them aside for more important things. One of my most favourite design moments was creating a mission where she saves her male friend. Simple as it sounds, it spoke volumes to me when I played as Jade in Ubisoft's Beyond Good and Evil.
Released in 2003, the game was always marked as a “hidden
gem”, however, my brother picked it up for a tenner, I began the game and
got stuck, I couldn’t leave the lighthouse which was the safe haven for the
orphaned children on the water planet Hillys. Eventually I got outside and took
in the tranquil cel-shaded and cute scenery, the characters tottered along the
greenery and a floating assistance mech gave me a message about a potential new
story: Jade was a journalist. She may not have had an occupation much like the Battlefield
characters, but as a journalist, this was an open minded decision to have an
investigative, intrigued lead that rooted out injustices.
So as the story goes, the planet has been attacked by aliens
who ravage the land and kidnap citizens. The alpha section, the military, had
failed to stop the attack. Jade’s uncle, a friendly but abrasive pig, Pej’y, scolds
the military for arriving too late. Face to face with the aliens who had kidnapped
the children from her shelter, the player sees a ferocious Jade who fights
tooth and nail to save them, maternal, moral and right. Years later as I
reflected on the game I could see the messages they sent, whether intentional
or not, this character was an inspiration for me as a teenager because she was
moral, right and fought for the citizens’ rights. That she happened to use a
short bo staff, shuriken like disc projectiles and sneaking kick attacks had
everything to do with it too!