The Other Side
Our Sell sheet’s backside! Please share with me your comments & criticisms!
We’re going to print these off tonight for presenting our game to Industry Professionals on Tuesday, hopefully, they clearly show the basis of Plundersail.
seen from Canada

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seen from T1
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seen from South Korea

seen from United States
seen from Italy
seen from T1
seen from Malaysia
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The Other Side
Our Sell sheet’s backside! Please share with me your comments & criticisms!
We’re going to print these off tonight for presenting our game to Industry Professionals on Tuesday, hopefully, they clearly show the basis of Plundersail.

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FLUX Sell Sheet
Here’s our FLUX Revised sell sheet, the colours come across quite overly saturated on Screens but that’s to accommodate for the reduction that happens due to printing. Now just to give it to some industry professionals and see what they say!
Really Selling It
Part of the Industry panel presentation is creating and printing a sell sheet for the game we are making, so this is just a quick show off post for what the team has put together.
Front:
Back:
And be sure to follow us over on Twitter at https://twitter.com/silvathegame for some more bite-sized project updates!
Finalized Sell-sheet and One-page for personal platformer project
(Illustrated by me:])
The platformer project ive been working on from the very beginning of the semester now has a detailed sell-sheet and one-page. While making these, I had the opportunity to reflect on my own game design and expand on the original ideas i envisioned for the game.
It's a simple extension on the classic platformer game, but with enough new implementations to keep the moment-to-moment gameplay engaging. I tried to combine different types of resources management together to create an original game experience (as suggested by prof. Fullerton in chapter 3, p92 from her book: Game Design Workshop) and hope it can turn out to be a well-crafted prototype.
Assignment 2 Sell Sheet Development
For assignment 2 I'm going to create a A4 sell-sheet pitch document and a one-page development document.
I've really wanted to make a roguelike since the start of this unit, and this is my chance. I started out finding the perfect assets. I found some royalty-free assets and started designing my sell-sheet.
The sell sheet has a eye-catching header with the name of the game, "Critter Combat". By its side you can see the main character. Next up you can see four unique selling points (USP) for this game alongside some of the enemies you will have to defeat. Just below you can find three short sentences explaining a bit more what you can expect when playing the game, followed by picture illustrating how you're going to shoot enemies to kill them. At the bottom there is a small picture showing the controls for the game.
I've also added contact info at the bottom and a little more information about the game at the top, just above the header.
I'm really happy with the colorscheme. The header have the same color as the main character's bandana. The next text have the color of the trunk-enemy. Followed by some more text with the color of the mushroom stem. At the bottom the header above the game controls, have the color of the game control picture. The info above the header is supposed to be a color that wouldn't draw your attention from the rest as it's not that important. Thats why its green on green.
I used canva.com to create this and am really happy with how it turned out! I'll post another update when I get some progress on the development document.

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Assignment 2. Final
I finished both the sell sheet and one page documents. I think the aesthetic is pretty clear through the art and logo I made, as well as the little features I added like the dust and sticker, that indicate its a retro asteroid-like game.
I tried to make the sell sheet look like some sort of game cover and I think I managed to cram a surprising amount of information in a limited space, including the controls, main gameplay and themes.
With the one page, I think I got pretty much all of the core mechanics and ideas I had listed out and I finished the visual representation of the mockup so that each layer or aspect of the gameplay can be more easily seen.
Assigment 2. Progress
I began work on assignment 2, the one page and sell sheet. I decided to use my asteroids prototype, "Swashbuckler Seas" as the main basis for the game design concepts. I created a simple features page and a gameplay mockup based on a new aesthetic and style, as well as creating a logo.
I think aesthetics go a long way in presenting the feel of a game, and hopefully the concept will be interesting to some.