Creative Process: Zune Sudoku

Tuesday, April 14th, 2009

sudoku2

Here is a rare peak under the hood of the creative process behind our contribution to Zune: the game Sudoku. The game is available now as part of the Zune firmware update.

Challenges

As with all projects, there are a few parameters from the client and expectations for a successful product:

-    Create original art and assets for use with XNA development practices.
-    Work with Zune development team iteratively and remotely.
-    We would not be able to “preview” assets in real-time or use an emulator.
-    Design for localization (English, Spanish, German, French, etc).
-    Full traditional 9x9 grid and smaller mini 6x6 game play.

Wireframe

The objective of Sudoku is to fill a 9×9 grid so that each column, each row, and each of the nine block regions contains the digits from 1 to 9 only once. The Zune team supplied a basic wireframe and a few game play suggestions. Playing Sudoku on paper is a consistent experience, but playing online varies widely – with very few conventions. We started our design process by playing some of these versions online and thinking about extrapolating behaviors to the Zune controls.

focusmenu

Visual Concepts

The visual design was our major contribution to the project. There are already quite a variety of themes already on the web, so we tried to develop 3 very different visual directions for the Zune team to consider. Giving the concepts names – “Telephone” “Tron” and “Japan” - not only made it easy, but instantly crystallized the inspiration. It’s a technique that we plan to move forward with in future visual explorations.

sketches

Refining the Direction

The Zune team went with “Japan” and we collaborated back and forth on elements of game play and adding a little more visual distinction to the game. This included developing the menu style, refining the commit/notes mode interaction and the mini game version. During this phase, we iterated closely with the Zune team on image production assets (or sprites) for the XNA development process.

02_-menu_main

We affectionately refer to the final look and feel as “Genghis Khan” or “Indiana Jones” It was rewarding to see it come out last November… and who knows, hopefully we will get the chance to do more games like Sudoku.

- T.

kitty_03

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Author: troyp

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