Design with Us - Next Steps

This is a live-streamed episode (season 1 finale) where Drew Bridewell and his son Jude review and advance their game project, Roller World. They define the desired mood (satisfying, dramatic power-ups, epic finish lines), sketch core mechanics and a hub-based play/collect/upgrade flywheel, outline target audience (broad: ~5–30/all-ages), craft elevator pitches, and cover visual/audio aesthetics, UI element needs, and next steps for prototyping on Roblox.
Chapters
Sa it, Sam.
Sa. Hey, hey, hey. How's it going, everybody? Welcome to episode 12, our finale of season one of Design with us and. Oh, boy, oh boy, was this a fun 12 weeks.
12, bruh.
12 weeks. What do you think, my son? What do you think of this? Tell me what you think. There's a lot of work. A lot of work. Yeah. I mean, we've done so much stuff. I mean, let's just look at it. We've. We've like completely made a ginormous map of what we're gonna do. We have about, I don't know, all these documents of everything that we've been doing with our brainstorming. We've been thinking so much about, like, this game. We are insane. We are happily. Well, dude, we put in a lot of effort on this and you know what? Like, we weren't able to. I don't think we were able to, like, ship the game. But we've learned so much about game design and game development and game is gonna.
It's gonna be in progress soon.
It's gonna be in progress soon. That's. I. I completely agree.
I'm so excited.
Me too. Me too. So you know what I'm gonna do real quick, Jude? I'm gonna move this right here. And so I'm gonna. I'm gonna come back to this view later, but I just had something I wanted to make sure I got it out of the way, so. And it's kind of. My camera's kind of in the. In the angle here, so let me fix that. I'll fix that a little bit later. So one thing that's really exciting and I'm glad you're here. Thank you. I think Bruno's here. So thanks, Bruno, for just supporting the channel and everybody that's been coming in every week, like, you know, we appreciate you more than, you know, we are getting started on this whole. I mean, this was our first live stream series that we've ever done and it was. It was like, fun doing it live versus, like, recording it. I mean, if we recorded it and did all that other stuff, I mean, we could probably. It could probably be in a different way, a little bit more polished.
It's nice doing it live, but it is live.
It's fun doing it live. Definitely, like doing it live and some other fun things that were just really, really. Oh, thanks. Thanks, Jamie. Thanks, Jude. So we just had some dandelion tea and so what we're going to do today, we'll kind of cut through it. What we're gonna do today is we're going to tackle a few of these additional tasks that we need to complete to get it this ready. Do you need to go down a little bit lower? Okay. Okay, cool. We need to finish a few more tasks to get this concept ready for engineers to start building the prototype. Okay, that's. That is our next big objective. So what we're gonna do, I'm gonna screen share this and I'm gonna zoom in. And again, if you have not. If you have not used Figma, download Figma today because it's a really, really powerful tool. And this is like what I use to design every day in my day job at Facebook. And I just really like how alive everything is. And I can see that even in this final file right now. If I come in here, make this full screen, Jude's already in this file. So Jude was looking at this earlier, it looks like. And. But anywho, we're gonna. This is our design, our game design document. And if you haven't seen this yet, we have gone through a lot of different things, and I'm not gonna walk you through it until probably the end. But what I do want to show you is we're gonna talk about the mood. We're gonna knock out the audience, like, who are core audiences for the game. We're going to talk about the core mechanics of how the game works at the very highest level. And then we're going to probably finish off with an elevator pitch, because I think we've played. We've kind of figured this out enough where we're going to come up with some elevator pitches. And if you want to jump in and help us with an elevator pitch, comment, comment, comment, and join the fun. All right, so let's start with Mood. Mood.
That's a pretty nice pen.
Mood. It is super satisfying when Jude's talking about satisfying. Check this out. Mood. All right, so to kind of. Jude, you're hell. Oh, my gosh. Our camera's completely upside down. I'm gonna change that. We'll have to fix that in an intermittent, intermittent break. I don't know what happened. Oh, it was like this. But I'll. I'll fix it. We got camera above and might have bumped it or something, and it's not perfect. All right, so, Jude, let's just jump right into it, man. What kind of mood are we trying to create in this game? You know, you've been playing. What's that game that you've been playing and grinding with with your friends for like, the last couple Weeks Block fort.
No, fruit. Like a fruit.
Oh, block fruit.
Eating a fruit. Yum, yum, yum.
All right, now I know that, that something in that game has created a energy that you guys want to. Here, let me just undo that. Sorry about that. So something about that game has created a energy where you guys want to play it all the time and it creates a certain mood. Let's try to capture that mood right now, right this second. Okay. All right, so talk to me about it. Talk to me about this mood.
I mean, like, it's kind of hard, the mood. Like, I mean, it's like a mix between like, it can be a lot of things. It can either be like. I mean, it's kind of hard because I've never really thought of like the mood.
Okay, here, let me give you some prompts. Okay, well, let me give you some prompts and see if this helps. Okay? Yeah. So when you're thinking about the game, like, is it. Are you feeling excited? Are you feeling. Are you feeling like there's. What's this like energy inside you that makes you want to like grind to get to level seven on a hundred?
I think just like, it's just like if you have like a really like awesome finish line or like a really. Just like when you get to that like certain level, you're like, yes. Or just like you're like, you're so excited to do it, so you just want to keep playing. You just don't want to stop. And that's the mood that we're wanting. We're just wanting everyone to not non stop playing.
Okay, well, what is it the powering up that does that to you? Is it the powering up that was like, oh my gosh.
Big thing about it. Yeah, it's got to be like just like the power ups and stuff like that have to be like awesome. Just like get satisfying. They gotta be just like a whole nother world. Like basically so cool that you're just like, you just want to play the game just to use those power ups.
Yeah, yeah, yeah, yeah. So. So it's super satisfying. Works. It's exciting. And the. The mood. Here, let me just like, I'll zone these out. I'm gonna send a hit 5 on my keyboard so they're a little bit 5 opacity. So it's the finish line. The. The moot. Like the power ups are super satisfying. What else? What else, dude? Like, we want to really, we want to. Here, let's just time box this so we don't spend too much time on this, we're gonna do three minutes of this.
So good. Like, a story to this where you're like, you want to be part of that story. You want to be like, yeah, I'm in this world. This is, like, relatable to like, maybe a show that I like.
I'm gonna bring this down.
This is, like, not working.
No, it's. Oh, we'll get it. Don't worry. Don't worry, buddy. All right, so we got the mood, the finish line.
Just want to make it amazing. The mood is a big part.
What else? Like, the finish line. So what. What's at the finish line that's, like, so satisfying besides the power ups when.
You, like, just, like, strength. Yeah, I mean, like, the finish line. The finish line. The finish line. We want the finish line to be just maybe, like, epic. Just. Just insanely epic and cool.
Okay. Okay. So strength epic. Okay, well, let's. Let's. We. We should come up with some other things for that. But the story helps connect it to this, to, like, the strength. This finish line. This. Do you. Do you unlock, like, really magical things when you get to 700? Are you locking new worlds?
The whole new world? That is insane. Big looks, hecka epic. Just insanely awesome, you know?
Okay. And. And then you can go back into those different worlds, and that's pretty fun.
And I want this. I want, like, a feature in the game. We'll talk about it after the three months. But, like, yeah, you want the. Just these little things. Make the biggest deal. Because the power ups with Adam, I might not have played the game, and the game would be so much better if the power ups were just more cool. Just, like, more cool.
Okay, so really good power up. So that means. That means we need some delightful animations in the game. So we need to make sure that when we document the. Those moves, the power ups, that we might want to spend a little bit more effort in the. In the creation of those power ups.
Yeah. Because without the cool power ups, like, it's just.
Okay.
And you gotta make the rollerblades, like, over dramatic. Like maybe, you know, like, shows when maybe there's like just those super, like, main character does something, like, really cool, and it just. It's like, over dramatic.
Okay.
But in, like, things like this, it's awesome to be overdramatic.
Okay. I love it. Okay, so we're gonna have it dramatic. It's gonna be, like, in your face, like, super fun, super fast, super cool. Okay, cool. So mood. We're good on mood. The mood will add that to Our screens later. Let's jump to. We'll document the moods later. Let's go back to our game document, and I'm gonna mark that. Okay, let's talk now about audience. All right, so we're gonna come back to our drawing. That thing keeps moving. It's fine.
Here.
I'm just gonna fix this real quick.
Boom. Are we working? I think we're.
Oh, we're in the camera, right? Yeah, we're in a camera. Cool. And then we'll move this. All right. Sorry about that. All right, what we gotta do now is our audience. Talk to me about who's gonna play this game.
To be honest, I want the game to be, like, all ages.
Okay? That's that. Okay. Why? Why. Why do you think all ages? Is that tailored enough?
Jude, why all ages?
Is that tailored enough?
Because just, like, there's these other, like, fighting.
Oh, my gosh. It's okay, we'll focus back. Hold on. There we go. We're back.
So there's audience. Okay, audience. Audience. I want it to be all ages because, I mean, I just feel like it would just be like, if it's, like, more than just all. If it's only, like, kids or, like, teeny or just, like, older people, I feel like that would just. If it's all ages, it would be. There would be more people.
Well, that's a. Yeah, that's the obvious. Like, that's pretty. Like, we. We know that we want to get everybody, Jude, but, like, who. Who do you think? Like, if we turn it on tomorrow, do you think every, like, all those ages would want to start checking it out? Or do you think, like, it's more geared to, like, 5 to 15 year olds or.
Yeah, either 5 to, like, because, I mean, there's this one, like, per person I watch, and they just do go to, like, random games and they just play them because it's fun.
Really?
Yeah, in their, like, in their, like, 20s or 30s or whatever. And they just join the game and they're like. They just hang, do whatever.
Okay. And then. And then for. For the game that you're playing right now, how long have you been playing that game? Block. Block. For a month?
No, actually, probably three weeks.
And did you. How did you find that game?
Well, my friend showed me it. Well, my friend showed my other friend.
Yeah.
And then he showed me.
Okay.
And then it's. I was hooked.
All right, so word of mouth is going to be important here, but.
So.
We'Re gonna need to, like, still, like, share. Share and share and market, because we still want to market it, we still want to share it, but I'm wondering, like, how we could even get, like, anchor in. I think a lot of the actions and things that we have put in the game do connect to that full age spectrum of like 5 to 30 because of anime, because of rollerblading. So I think that's more of a, like a first, you know, five to 30 year old time. I mean, I'm. I'm 34, but like, I still would want to, like kind of play it. If we get to play and we get to add, have a lot of fun.
Maybe it's like, maybe like this really cool rollerblade. Like it can either just be like, maybe like a hobby you like doing, not in a game. And then you find it in a game, you're like, this is cool. Okay, so that would also attract people.
All right, we'll stick to this. But I do think what we'll do over time was when we get our prototype going, we want to actually document who ends up playing. Okay. So we want to, like, figure that out a little bit more so we have our mood. Does that make sense? Like, because we want to be able to test it and see.
Done, audience, done.
All right, I decided. Okay, Core mechanics. All right, so the core mechanics is basically like the. The actual, like the framework of the game. And the way that we're gonna do this is I'm while. While I have it. So I was just showing. I was showing this. Y', all, y', all, undo, undo. So I was showing, like, how we were kind of going through down the list. So core mechanics, we're going to have this up on the screen while we talk about this. And then we also, from our week, week 10, we have a lot of this interaction that we started for how some of these things work. So maybe we can keep this up on the screen too while we start sketching this out. Okay. And we're going to switch back into drawing mode just so you can see me draw this a little bit. Okay, so core mechanics. The core and. All right, so we have this. Everything kind of, I think, goes. And you correct me if I'm wrong. Okay. Anytime, Jude. Okay, so we have this hub.
Yeah, we got the hub.
And the hub is like basically like where people, they come here into the game. So when they load at the game, rollerbird@roblox.com they come here, and then they. They come here to the hub. So inside the hub, when they come in, right, Just like we talked about, there's the framework of like all the things that they can do inside the hub, which is, you know, if we have the map. If we have the map here. Let me go back to. Well, actually, they've seen the map. The maps right here on the page. We can just leave it right there. So when they come into the hub and they see the different worlds they. They have. They have the other things they can do. They can play right away. They can. They can buy from the store or upgrade. Okay, they can play, they can upgrade, they can connect with other players. And so that's like, connects community and connection. What else is there? So there's playing, there's buying and upgrading, there's connecting, and there's. And there's like collecting, like collections. And the collections part is kind of like the sticky part because that helps you have Power Ups, Rollerblades. Do you see what I'm doing here? I'm creating like this little network.
I cannot read a single thing that you just.
Okay, Power Ups, Rollerblades, community and connection. I'm scribbling. It'll be better. I'll digitize this. Play, buy and upgrade. Okay, so with buy and upgrade, this is like mon. This helps us make money. This helps speed money of, like, performance. So this helps people, like, speed up their problem. This is like fun. The game, gamification game ification. And then our community helps the network. And this is like, kind of like this, like, it creates virality if we. If we nail it. If we nail it. So Power Ups, Rollerblades, pets. What were some of the other things that they can collect? Jude, do you remember? Yep.
Pets, blades, pet, your outfits, power. Oh.
Oh, yeah. They're all right here. Power ups, rollerblades, pets, accessories. All right, so if we have this, and we have this like, kind of ecosystem that's playing here, what's. What happens is they. Let me just draw. Okay, we have play, then you play, you collect. So you collect coins and points, and this gives you coins points. What are you doing with your coins? Points, gear levels, right? You collect levels, you go up further, and then this. This leaves you to. This is like the satisfying filter, like the reward, Right, Reward. And then. And then what happens after the reward? Well, the reward could be leveling up, it could be getting collections, it could be doing things. And this is. And this is like.
You get money.
There's got it. There's like something in between, like playing and the reward that I'm trying to think about. And I'm. And I'm drawing a blank, but it's basically like a way to, like, keep the flywheel going. Because you play, you collect, you get a reward. You play, you collect, get a reward. And there's, like, this, like, kind of, like, emotional satisfaction that happens here that goes, like, why you. Like, why you want to keep playing that game with your friends.
Yeah.
So maybe this is, like your. Maybe we could just call this, like, your inventory.
We already have an inventory.
Of time spent. And here's Here. This is what I mean by this. Okay. So over the course of a game, you invest time, right? You invest time, energy. And all these little boxes are, like, say, like, weeks of you playing the game. So what I want to make sure happens in this game is what, when somebody plays. I don't want some. I don't want the kids in the community that is playing this game to lose out on all the time and energy and things that they have played. Because I know some of the games that you've played, they've taken away the things that you guys have.
Yeah, it's stupid because, like, we join and we play for literally, like, a month.
Mm. Yeah.
The game just like, okay, we're gonna just take your stuff because we feel like it. And then they just.
Right.
And all that time, effort.
I don't want that to happen.
No. Yeah. Because it makes. I quit a game doing that. I quit a game.
You quit a game because it was kind of. It did that. Yeah. I know. That's so not cool. So basically, this is our flywheel. This is gonna be our, like, our gaming mechanism. Right. That's happened. So people play the game, they collect coins and points and gear and levels. They get the reward of leveling up. Right. And then it comes into their inventory, and they're saving it. And then they get to keep doing this thing. Playing, playing, playing. So we. We have to create this. We need to create this model, Jude, where it feels really in sync, and we take care of our players. All right, cool. Let's go back to. How's this pacing, Jude? Is this too fast or is this good? Okay, cool. And if you're still following along in the comments on YouTube right now with us, then definitely let us know how things are going. Let us know if this. If this pacing is okay for you. Now we're on to the elevator pitch.
Dude, I'm so scared. So tell me dad is not green dad.
Why? We need to finish it first.
Let's go. Oh, so what is.
So why do we. Why do we call things elevator pitches?
Because they smell like a foot.
People might not understand that joke, Jude. Do you want to explain it?
It means it's a foot.
Why don't you explain what the. The joke is to the foot? Do you want?
It's the foot.
Okay, so Jude and a bunch of his friends inside of Roblox have built a business called the Footco. And the Footco is starting to show up in all the games that they're playing. And they'll just like, say you're being a foot, or they'll say things like that was foot like. Or foot. Or they'll just say foot and it's like an inside joke between the crew.
Yeah, if you call someone a foot, then that's a compliment.
Oh, it's a compliment.
Yeah, that's a compliment. I'm like, thank you. My good foot.
All right, so we need to come up with an elevator pitch. So tell me in the shortest period of time. Well, actually, an elevator pitch is something that you would say in less than a minute if you were going to go up an elevator with a complete stranger or whoever. And they were asked, what is that game that you build? Or what is that business that you made? Or what is that product that you designed? You would be like, okay, well, this game is this, and this is how it works. And then you would just try to do that in a short period of time. Enough time to. When you get to the top of that floor, whether it's two floors, three floors, four floors, you have time to say it. Okay?
Yes, sir.
Alright, Jude, so let's just try this out. For now. Try giving me an elevator pitch. What is Roller World?
Roller World is a game about roller weight, rollerblading and leveling up and adventure.
And.
Getting to different worlds and completing the game and being the coolest foot ever.
Awesome. So Jude, how. How can I play Roller World today?
You can play it. Wait, what do you mean?
Like, oh, I heard about this new Roller World game.
Where can I go to play it on Roblox.com?
Okay. And then when I go to, when I go to Roblox.com, do I need a. What do I need to. In order to start playing it? Do I need an account?
Need an account?
Okay. And can I share it with my friends, please? Can I buy? Can I buy if it's Roller World? Are people rollerblading? Yes. Tell me more about that. Yes. Yes.
Okay, so people, rollerblade. We race. We do daily challenges to get your level up. You get awesome moves, you can, you know, do your thing and it's epic. And then you'll enjoy the game.
Yep. Awesome. Awesome. Okay. Okay, I'm feeling this, Jude. I'm feeling excited about Roller World. I think you got your elevator pitch down, but I would. Next time you say it to a. Next time you say it, let's say it where your voice doesn't slow down. But it's awesome. Awesome job. Cool. Good job. I think we're ready to move on from that because I think you got that. And then we also came up with our line of one liner early on when we first started. And I'll read that to you right now. I've made it harder on you, but I think you nailed it though. Oh yeah. Good job, Jude. So Roller World is a rollerblading simulator game that enables fun, friendly collaboration, challenges and collections of meaningful items. Roller World is a virtual amusement park with the goal to bring joy of skating, adventure and challenges together with your friends. Oh yeah, that's pretty good pitch. Pretty good pitch. We just gotta build that sucker. All right, all right. So let's just go back to our screen cap here. Alright, cool. So good work. So that's what I was just reading right now and I was, you know, having my silly, silly words. So let's just. I'm gonna boom, I'm gonna copy this. And then the platform, the platform is going to be built inside of, inside of Roblox's ecosystem. We're going to leave that to our, our engineers to be able to knock those things out. We're going to talk to them about like saving data. We want to be able to save data. Our revenue model. That's something that, when we, when we started thinking about how we're going to just like make, make funds from this, we will have challenges, we will have. And if I come back to this little drawing here, we did talk about this from the get go when if you win a race, you get some points. If you, you buy something from the store, you get some points. If you win 10 races, you get some points. If you race with a friend, you get some points. Every time you come into the game you get a certain level of coins or points and then those points level up. Once you get 12 times you visited the game, you get 100 coins. And then we're going to create a bunch of different ones like this. But this is enough for us to build the game and build a prototype for this and we have certain elements already.
I'm so excited. Excited.
Cool, man.
I cannot wait until I get to play this, bro. I'm a bro. I'm going to grind in this game.
No, hold on, Jude. Let's give Jude a full screen here. What are you going to do when you play this game? Are you going to grind?
I'm going to give my stuff, I'm going to give me everything. I'm not going to have to do any of the work and I'm going to enjoy it.
You're going to grind and it's going to be awesome.
I ain't grinding.
What's that?
Is the owner of the game. I don't have to grind. I could just give myself.
You're gonna, you're gonna totally like, you're gonna grind more than anyone, probably. All right, well, we'll have to give some. We'll have to give some awesome points to all of the. Anybody that watches this video, anybody that watches any of the design with us shows, we'll make sure that they get some promos or something that they can come into the game and get extra to.
Beta tester.
They could be beta testers. That's a great idea.
Yeah, we need beta testers.
All right, so cool, cool, cool. I'm going to go ahead and well these. Thanks, Gene. All right, so I'm going to fade these out to threes because I know that these are going to be more technical and engineering for engineering side and. Oh, that's pushing me, if you don't mind. And then we have revenue model which we just talked about. We kind of an idea for this. So I'm going to make this blue because I know that we're going to need to come back to it. Okay. Visual aesthetic. So we did talk a little bit about the visual aesthetic earlier when we're doing our analysis of the different games. We are, we are wanting it to be a little bit more nature oriented and not so like, for example, one of our competitors in the spit in the roller world arena is this Roblox skating ring game. And. And just the quality of these graphics are a little bit hyper. They're a little hyperactive or more like neon. And I don't think we want to go in this neon direction. We really want to go. What's that?
No, this is me.
Oh, that's you doing the break dancing moves right there. Are you dancing like you're doing a selfie or selfie stick? Yes. For example, like these buttons and things like that.
We can make that 10 times 20 billion times better.
We want to tidy up the user interface is what I think Jude tried to say. All right, so we know what our visual aesthetic is and we will keep pushing that. Okay. Okay. Aesthetical. We did our aesthetic References which I just showed you. Concept art is something that the. Our. I'll just. I'll just get down to it. We have an architect student out of a school in. In Florida, and I went to Savannah College of Art and Design when I was a man for some reason. Here, let me grab my camera. It's like, kind of shaking here. So when I went to Savannah College of Art and Design in Savannah, Georgia, there's a big art community in Savannah. And, well, this art student, I was doing some research on some world builders, and this guy sent me an example of one of his games, and I was just pretty blown away. It was multiple facets, pretty awesome details, level of details. And I reached out to him, and he said he would be willing to support us and help us through bringing our worlds to life. So I am. I'm gonna, like, pay him to do it, but he's also really excited to be a part of this build. So that's something that he's gonna be taking care of as far as concepting art, and that's gonna be a lot of fun.
Can I pay him 5 foots?
Yes, you can pay him 5 foots. What do you mean? Even when you do that, I'm like, I don't know what he's talking about.
It's the currency.
Okay, as far as fonts go, for this, we will want a legible font, probably a. A sans serif and not a serif font. So. Good question, Jude. So let me just show you that real quick. So what we have, right, this is a san serif. So a sans serif doesn't have little notches off of the letters. It's a little bit cleaner font. So I'm using SF Pro, but let me go over to a Georgia. Georgia is A. So do you see how the. The type has changed?
Oh, yeah, dude. I like Sam's hair. I don't like the Georgia. It's little.
So one thing, if you're really close, like, sometimes this. The. The serifs can be a little bit easier to read or for big titles, but if you're looking at it, like, further away, and it just gets a little bit cleaner to read if you're looking at a San serif. So, yeah, sans serif. So we're gonna stick with a sans serif for this project. But, you know, the thing is, like, if you're ever doing. If you're doing, like, a graphic design poster or some other editorial types of content, you can use serifs, and you could try them out, but you typically Wouldn't want to have your entire website be a serif font. You would probably have, like, your headlines could be serif and then all the copy inside the, like, copy meaning the text that could be sans serif.
Okay, understand, but my brain is starting to blow up.
All right, well, hold that fort, Jude. Hold it. So we're gonna have to see what fonts are supported inside of Roblox, and then we'll be there and. But I'm not at all. Let me come back. Why is that not so? I'm copying my style. Oh, there we go. Okay. Cool. Color specs, huh? When it comes to color specs, Jude, we haven't really talked about the colors that are going to be used in the game. And what comes to mind when you start thinking about colors for the game? What kind of colors are you come. Like, what. What do you think about when you hear colors? Like, are you thinking, like, here, what we will do?
I see color.
It's all right here. Let me. Let me switch over to our camera mode real quick. And what I want to do is.
I want to entertain.
Why don't you talk. Can you talk for a second about, like, when you think about the colors, what kind of colors are you thinking of?
I think like. I think heavier. Like, maybe if it's like. Like an orange, then it's got some light or stuff like that. But if it's like maybe like a blue, maybe it's just like a little chill. Maybe if it's like a red, then it's like. Then like we're. We're energized. We're like angry purples. Like, you know, kind of like just chill vibing.
I'm gonna do a future.
This does not look like future. What is this?
All right, let's just go through these colors for a second. Jade. And just kind of like digest a little bit. Like.
Oh, I like that.
This one.
Oh, yeah. Okay, that was pretty nice.
Let's appreciate that one. Dude, I'm just gonna bring this over.
Mix of colors. Not like, mix colors are pretty neat here.
What I am gonna do, I'm gonna create a color page.
That's a pretty nice color.
Yeah, let's look at some more. Those aren't bad, but that's kind of like that neon. Like, we were just talking about what we didn't like.
Good neon. Yeah, sometimes to be honorable neon.
Go on.
Good neon.
Good.
Sometimes real good.
Do you like this?
No, that's. But I like that yellow.
Okay, well, we can.
Blue and yellow are like some of my Favorite. Favorite color. Oh, my God, bro.
Do you like this one?
Blue and yellow.
This one's kind of fun. That car is really cool.
I literally. I live for blue and yellow.
I'm kind of digging on this one.
Blue and yellow is my favorite color palette, like, ever.
Okay, we can play with this one a little bit more. And it's coming from that car, which is kind of a cool. Hey, let's actually even go into some that are trending and see what. What's going on here with some of these colors. So we have fashion. We got graphic design.
That's kind of cool.
This one's kind of nice, actually. Yeah, let's just copy this one over, and that could be kind of fun to. Oops, I need to click back out of this. So this one, I kind of. I mean, certain aspects of it. Yeah. Game design. Ooh. Let's see what we got here.
Truck tycoon.
I kind of like these. These are kind of nice. Do you like these, June?
Yeah, yeah, yeah, yeah, yeah. Dude, food truck. Taking, bro. We need food truck. Truck, truck, truck. Food truck. Food truck.
Yeah, I kind of like that one.
Dude. Food truck. I don't. Food truck tycoon. Bruh. Food truck.
Farm city.
No food chalk tycoon.
Where do you see that, buddy?
Food Chuck. Food truck.
Not bad, not bad. Do you see any other ones that really connect? You connect with that. That one is.
Yeah.
It's fun, though.
Do race. That's pretty.
That was not bad. Okay, well, I think we can explore some of these different directions. So after. So how. How do you think we'll use these, Gene?
Like, with houses, landscaping, color palettes, Fernand. You know, just anything that we think we're vibing with and we, like. And we feel like.
That'S right, so. You're so silly. So the way that I imagine us, like, leveraging these, Jude, is once we get our solid, like, UI framework done, we'll start applying these colors to the elements and details of the screen. But it won't. We won't just, like, throw it down everywhere. We'll be really strategic about how we use the colors. Okay.
Get it.
Okay, Cool.
Big brains.
All right, so we did some color exploration. Fantastic. As far as our user interface UI Atlas. This is going to be when we start to get a little bit more refined on the prototype. We'll talk about the different elements of the game. So let me come back to our drawing mode, and I'll. I'll draw these out for you. Okay. Drawing mode. Engage. All right, so our UI is Going to consist of. We have, we're gonna have buttons, buttons here, UI I ui. All right. UI Atlas. So we're gonna have buttons. We're going to have our modals, buttons, models. Modals. Do you know what a modal is? A bird. It is not a bird. A modal or a light box is the thing that comes up over top of the screen. So when it comes up, when you click it and it comes up over the screen here, I'll show you on the screen. So when you click an action in the ui. So where's our. Okay, right here. Let's say, let's say when you're here and you decide to click like three or, or you're clicking your map, your pack or you're back to the hub, you might see a light box over the screen and that would be a modal or light box. Some people would call it a light box in design because like in, in the old ways that you would look at photography, you would have a light box and then you would put the photo, you know, you'd be able to see the photo and then you see a lot of design, like a lot of things with lightboxes all over the Internet. But in development terms it's called a modal because a lot of the components that engineers build, they're just called modals. Alright, okay, fantastic. Alright, so that's what that is. Let's go back to our drawing mode. So we have modals and we need to document that because these, we'll have a bunch of those. Okay. We're gonna have loading, loading, loading screens, characters, and then all of our. Okay, Jude's gonna go somewhere, he'll be right back. We're also going to have all the ingredients that go with the site, like the pets and all those will be a part of the design system for that. So the power ups as well. Welcome back. So power ups. I did power ups. All those things will also have be a part of the UI because we'll have to compartmentalize the head, the body, the feet, the blades. All those will need to be broken down. For example, a roller blade will be have a set of mechanics where you'll have the shoe and you'll have the things that make it look like it's going to go forward. So you might have a rollerblade that has two wheels, three wheels, four wheels. You might have one that has 10 wheels. You might have a hovercraft, roller set, rollerblade where you don't even have wheels at all, but you can hover and float.
We should make a rollerblade. That's like the 1000 wheels of, like, death.
Yeah, we could. And then the accessories also, which are mainly the swords right now. And then there's. And then in the nature. In the nature, there's going to be like, the terrain, water worlds. Dude, what you doing, man?
Nothing.
Do you want to help me?
I do not know how to drill.
No, I mean, like, just. You can help me with just like, calling things out. These are all like, UI elements. UI elements. So, like, water, terrain, what else is. Things that you see in the world? Oh, special. Like we're gonna have a special effects library.
Yeah, that's what I was thinking. You know. You know, characters.
What kind of characters?
Like the first person who shows you into the island. The person who trains you and gets your special things. The people on different islands showing you where to go and giving you your quest.
That's right. That's right. Jude. Good job. So we'll have all these different UI elements and we're gonna continue to build on these, but these are gonna be really important because we're gonna need to dissect each element of these over time. So we might start with the terrain. When our world builder is building our terrain in our water and our. And our hills and the way that a skater can skate through the game, we'll want to make sure that we have these different types of terrains documented and stored. So if we wanted to use them in different worlds, but to change the color, change the. The element, we could same thing for our blades. The blades are going to act in the same function. They're. They're going to. They're going to like. Everybody's going to be able to move around, but there'll be different levels of what they can do. So when we need to document what those are.
Yeah. Like these rollerblades can rollerblade on water. These rollerblades can rollerblade on ice.
That's right.
Blades can rollerblade on fire. These rollerblades can rollerblade on magma. Literal magma. Yeah, that's what we need.
Yeah. And there was one more that when you started coming up with all those ideas, that made me think of. Oh, oh, yeah, yeah, yeah. So our. We'll also have a UI for our passes in our game mode. So, like our pass and promos and we got little fingers coming in over there. Watch out, watch out, they're coming. Oh, they're gonna get. They're gonna get the buttons.
Oh, no.
Okay, awesome.
Now, I don't know all Right.
So we're cranking through this like, like.
We are the pros of the design world.
We are just two people designing with us.
Yeah, I'm better than. Yep. It's official.
All right. Game, sound, games. Lay me on, lay on me. Why is it doing that? Oh, is it because it's grouped?
Probably design with us.
That is really bothering me. So usually when I select this and I hit command C, it paste. Oh, it might be. Oh, because there's a group inside of a group. There's a group inside of a group.
That's kind of weird. That's group section.
What?
Nni. What in the foot could be going on?
Wow. This is a keyboard shortcut that I really use quite a bit. And the fact that it's not working is kind of making me frustrate. Okay, there we go. All right. Audio, Audio, Audio, Audio. Okay, tell me, tell me a little bit about audio.
Audio. Yes.
I'm.
I'm the perfect person for audio. Okay. I'm like a pro. Audio.
Okay.
Audio. When will you explain audio for me?
You? Oh, of course. Sure, sure, sure, sure, sure. So audio is like the sounds in the game.
Yeah, I know that.
And the sounds in the game for this would be like if you're in a world, world, one that has nature, what can you hear?
Yeah, now I got this. Now I got this. Okay, so if we're in like amusement park, I mean the normal. The normal. It could just be like they're like birds chirping or like could be like people talking. Like because there's people around. It could just be like maybe music. Maybe like maybe they like guitar music or non copyrighted anime music. Like. Yeah, stuff like that. But if you're in a fight with someone, with like anyone, then this like orchestra of just like this intense music starts playing. Duh duh duh duh ba ba. And you're fighting the other person and then the intense music stops when you kill him.
Dude, that's.
Or when you die.
That's detail. That's the level detail. We need you in this game.
When you die, you. It plays maybe like, like a funny soundtrack like in the Wii can cycle between like 10 of the funny like dying soundtracks. Like haha laughter.
Depending on what level you are on, maybe there's different things. So like. Yeah, dude, awesome. Good job. Okay, so. So. So you know how we have a SoundCloud Jude? We have that membership to SoundCloud. Or Sound Stripe is what it's called. Sorry, Sound stripe. Where you pick your music for your YouTube videos. Sounds right. So in there, they have effects. So we use a tool called. Let me go go over to it. So we really like this product. We're gonna totally, like, give it a shout out right now. This is what we use for our music. So we just get, like, a yearly account, and they just have things that keep coming in and let me move it. Why? So you don't see me sign in and then we'll come back. Okay, it's back. So let's just play an example. So this game. So sound stripes. Really cool. They also have, like, sound effects. So let's just see a sound effect real quick.
Oh, my God.
So let's do nature, like you were just saying. So what I want you to do this week, Jude, if you can, is I want you to come through and try to find some sounds. Yeah, you. You don't have to, like, there's a park bird, like you were saying. Perfect.
That's what we like to see.
So you can see atmosphere and nature, and then you can just filter by these. It's a really cool app.
So I want you. I want you. You're hired.
Yeah. Very, very cool. So that's a cool. Soundstripe is something that we like.
And yeah, I like this bird thing. I think this is what we're gonna want.
We might just leave it on. No. All right, cool. So that's soundstripe. So audio aesthetic is in check. And as far as references, we will pull references. So these two things could probably work together.
Analytics and audio aesthetics. The aesthetic is like a. Oh, I knew it.
All right, so we did that. We. We're. And we're. We talked about music as well. We're gonna do that. And then. So we had our plot. Our plot, which is what we were talking about last week. This is stuff that we still. Excuse me. We'll continue to deliver our A plot, but just to give you a quick refresher of the plot is we were talking about when you first come into the roller world, like, obviously, I just. I just drew these. This. The robot really, really fast. But we'll get this. We'll get this really dialed in. We need your help with this real world adventure. Will you help? And we'll create a narrative. And this is the. Yeah, this isn't the exact way that I would write a narrative. I'll use one of my storyboarding templates, and we'll write out a store, like a couple multiple stories. Because if we just do, like, one story, that's not enough. Like, we really want to. We want to Practice a lot of different narratives and find which one lands the best. And that's something that we'll just need to do. But we wanted to create, like, how could we imagine it working inside of real world? So we'll figure that out. But that's. That's what I. That's when we hear plot to plot overview. That's what we have. From the plot overview, we'll dissect. We won't dissect the characters, but we'll break apart the characters so we know who our core characters are. And then for our team roster, that's going to be more of, like, who's going to help us build that? Who's going to help us deliver this product in this game? We're going to have a development timeline. We're probably going to use Asana for that. Asana is a. Asana is a product that helps you track your work. There is a free. Let me show you a sauna.
I think I know what saunas looks like, dad. I've been in one.
No, not sauna. A sauna. Yeah, yeah, yeah. So let me show you that real quick. Just bear with me for a second, dude.
Like, I don't want Asana. Okay. I don't know how Asana would make our game better.
No, this is for product management and creation, dude. So here we go.
Employees are gonna work in a sauna.
No. So what they're gonna do. So this is a way for. This is a way for you to track your task and your items when you're building a big product. We're gonna have this entire game design document mapped out here in a timeline. So when our engineers go and build it, we can see, like, where they are and, like, how far they're going.
Epic.
Does that make sense now? Yes. So this is like a task tool. Like a task management tool.
I manage them.
I can be like, yeah, kind of.
Like, doing very good. Turret today you get an increase in your foot payment.
Yes, dude.
Dude. Yes.
Yes, yes, yes, yes, yes. We can teach you how to do that. And then if we come back to our screen cap, we have. That'll be our team roster development timeline. We have a current budget for this, but we will keep that information private. But we are. We do have a budget that we are investing in this learning and development and creation of this game. And then at the end, we'll have a changelog and boom, bottom, bing, bada boom. We'll have archive features. And then we have, my friends, a video game. So this has been. This has been like A this has been like so much fun to kind of walk through to try to understand everything that we could potentially do to start a video game. We're not for all like the real, like full time video game designers and video game companies. Jude and I have like mad respect for your business and for what you do. The people at Fortnite, the people at Roblox, the people across the world building video games that we all can play and enjoy. Our hats. I don't want to take my hat off because I have really long hair, but our hats go off to you. Here you go. Boom. And we are incredibly grateful for that. We also want a big shout out to Will Wright, who shared his masterclass on masterclass.com, which is a course that I watched in deep, great detail about how to build and get inspired about building video games. And it got me, helped me build enough confidence to want to, want to try to build a video game and do this with you, Jude. So hats off to you, Will Wright. You are awesome. And as far as like bringing this, bringing this show to an end, we're at 5 o'. Clock. Like the show is closing down right now. So what we want to do is do, let's just do a couple things that we're grateful for for this whole 12 week period. Jude and I'll go and then we'll kind of wrap it up. All right? Yeah, go for it.
Well, I'm grateful that we actually get to make a game because, like, it just feels so cool that we could actually like have a game and like, we have to get a design it because, like, when I play games sometimes, like, there's so many things that are just like my pet peeves. And by making our own game, I can make like a game that I like, like a game that I like. And it's like, it doesn't, it's just not annoying. So it's, it's perfect and it's gonna be like a perfect game. So I mean, I don't know, but just perfect for me. So, like, yeah, I'm happy that we could do this so we can have our own game. Game. You can play it. It's cool.
Yeah.
Wow.
That, that is. Do you have any other things you want to share or is that, is that.
That's pretty awesome that we started this. This is a lot of fun.
It was a lot of fun.
A lot of fun. Season two, question mark. Question mark.
Question mark, Question mark. Season two. I think season two could be pretty cool once we start getting into, into development. With our, with our engineers and with ourselves and what we're learning. But, like, I'm incredibly grateful, dude, for you taking the leap of faith to just try this out for 12 weeks straight every Sunday, putting in the sweat, blood and tears to making this come to life. And I've learned a lot about games just from playing with you. So thank you. I'm grateful for you, I'm grateful for, for Bruno and Eunice and Sebastian and all of. And who else has been watching these things from your friend list, Any of Jude's friends. If you've come and watched the show, big shout out. Thank you so much for coming and supporting us. And if this is your first time watching this episode, you got 11 more to watch and you get to see how we've developed this and how we've come a long way and all those nice bells and whistles.
Woohoo.
So last things. Last thing. This is the end of season one. And if you enjoyed, if you enjoyed the season, if you enjoyed just like hanging out with us on Sundays, then, then maybe we'll see you next time for Design with us. But we're gonna put a hold on Roller World's videos and then if we do end up coming back, will be tackling other design challenges and other design exercises and we shall.
The last water break.
Oh, water break.
It's the last water break.
I'm drinking dandelion tea. Not. But anyway, thank you so much for all of your amazing support and we will see you in the next season of Design with us. Bye.
Bye.










