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Greg's professional resume includes software design, illustration and game design. He married all these skills to his passion for Disney and Disneyland and Wishing Stars was the result.
Greg explains the inspiration behind Wishing Stars:
Wishing Stars started out not as a game, but as an app that would let Disneyland visitors automatically send Twitter and Facebook updates to friends, letting them know what they were doing at the park: riding "Pirates of the Caribbean," attending the fireworks show, and so on. I got pretty far with that concept but was sidetracked by what was supposed to be a minor aspect of the app: "unlockable" features. Just like a video game, if certain special goals were met, the app would gain new abilities. I started devising little quests you'd have to go on to enable these new features in the app. But it wasn't long before these quests seemed more interesting to me than the app itself. So the concept changed: I was now working on a game, one that utilized the GPS in the iPhone to let users uncover hidden treasure at Disneyland.
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After many visits to Disneyland, coding and testing while lugging around my laptop and iPhone, the first beta version of the game was completed in June 2009. In line with that "mystery adventure" feeling, the game didn't present much context. You'd go to the park, the app would give you a clue...and that was it. That first clue would lead to another clue, and another...until a story was revealed bit by bit. I loved this idea: the whole experience would seem very "real" in that you didn't know where it was going and when it would be over.
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Beyond the gameplay, the other critical piece of the puzzle was the user experience. Since the target audience for the game was much broader than traditional video game players, the game had to be drop-dead simple to operate. And since Disneyland guests are used to highly-themed experiences, the game had to feel like an authentic Disney experience (though not to the point where there’s any confusion about where the game comes from—it’s not a Disney product, after all.) The graphics were perhaps the easier to problem to solve, by going with a faux-medieval look that reads “fairy tale” without being explicitly “Disney.” Making the user experience as simple as possible was a continual challenge, but the model I used was Nintendo. Their “Super Mario World” games offer intricate experiences tailored to a broad audience. Asking myself, “what would Nintendo do?” in any predicament offered up a good solution. Based on feedback received so far, Wishing Stars is both fun and exciting…and no doubt the experience will improve over time as we learn more about this new gaming format.
Wishing Stars is available for purchase at the iTunes Store. For more information, check out the official Wishing Stars site at wishing-stars.com.
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