For the third project I decided to go for a brief that says as follows:
You are a designer at a large independent studio known for making dull-but-competent shooting games. After the completion of a two year project your manager gives you and three others a “fun” task as a palette-cleanser before moving onto a new game. She’d like you to produce a prototype for a short-form game the company could publish at a low-price point to improve their reputation as creatives. The only catch? You’re not allowed to use any art resources at all.
The key to this design challenge is producing a game pitch (and, ideally, a prototype) that shows a creative answer to the producing a game with no art. Can it be done? How can it be done? Your interpretation of that brief will be key to your success here, but remember that “an idea” isn’t enough; covering every detail thoroughly will be necessary to pass this test to your boss’s satisfaction.
EXTENDED WORK: Build the game, prove to her it’s fun, and show her artists are absolutely unnecessary.
So what I’m doing is a little game that’s showing messages every few seconds (around 20) so the players have the sense of playing or going somewhere, but that would never happen as the aim of the game is to keep a track of how long can the player play a game that is not going anywhere.
