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EGDNM6001 GDNM Year 3 0901775 Konrad Ziemlewski Unit Projects: MOMA Design Museum Collaboration D&AD Blog Portfolio

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  • EGDNM6001GDNM Year 30901775

    Konrad Ziemlewski

    Unit Projects:MOMADesign MuseumCollaborationD&AD

    BlogPortfolio

  • MOMA : Research and Ideas

    Konrad Ziemlewski

    The MOMA brief at a glance seemed pretty straight forward; design a screensaver, whilst following a set of regulations you could not divert away from. As usual though what seemed pretty simple, did not end up being so.

    To begin my research I had a long look at the MOMA website, making sure I took in the wide variety of projects displayed, the colour schemes, typography etc. The most important thing I took away was the four types of work being showcased; nature, science, technology and communication. The projects that caught my eye focused on mathematics, geometry and communication, such as; Digg Arch, Biowall and Origami Crease Patterns.

    From there I went to look at practitioners that work in the fields that I was interested in. A project by Robert J.Lang was a huge inspiration, with his retrospective look at origami using mathematics and patterns. Eric Frommelts geometric graphic design pieces that focus on infographics gave me an insight on how to use shape to create imagery and give the hint of movement. While Joao Olivieras work in poster design, mixing shape and photo manipulation gave me a better understanding of layering shape and pattern for best results as well as understanding mirror imagery and how important it is with geometric work.

    Having gathered so much research to do with patterns and geometry thats the path I decided to go down when starting to produce my outcome for this brief. I wanted my outcome to focus on geometry but also exert communication and technology to make it as relevant to the exhibition as possible, in one eye catching screensaver.

  • This brief took me in numerous directions within my chosen field, but this diversity and trying of different outcomes ended up developing into an outcome I am fairly happy with. Initially I decided to try and make an outcome that focused on Twitter interaction, an outcome that when someone hashtagged MOMA would respond in some fashion. The concept was to have a geometric grid, all two tone, that whenever a tweet was sent would change colour (on a single shape) then the shape would enlarge and display the tweet, all in real time. The aesthetics I felt were fairly easy to get right, but wanting to get this to work for real, and failing at processing I decided to try another direction...

    Having a love of typography, I had decided to venture into that medium and merge it with geometry - figuring out how to communicate what it was I wanted to say. I decided on simply displaying MOMA on screen, which would communicate; who? what? where? but having that just sit in the middle of the screen is no fun. Firstly I went through a number of iterations (reffering to a few geometric based logos/fonts) to design my own for the MOMA logo. Once I had done this I decided to animate each line within the logo to appear at a different time, which would gradually display the word. Then when all of the letters came together it would light up. The reason for the lighting was a reference to the scientific projects within the exhibition while the aesthetic of the logo to shape and mathematics.

    Having watched the screensaver a number of times, (a single loop taking around a minute) I found it just did not have enough variety in it. Therefore I decided to add some sort of action before the final lighting to once again reference the exhibition and make the screensaver that bit more interesting. After looking at Yasutoki Karia Edisons Cradle I found my answer - I wanted to look at the kinetic transfer of energy.

    To do this I had decided whenever a line connected to another line a brief light-up phase would occur, as found on faulty lightning. This would give a link towards the final lighting in the animation as well as giving it a much more varied continuity. The aesthetic is pretty much reminiscent of neon lighting, something I found propped up on the MOMA website.

    The final outcome does its job. It advertises the exhibition and complies with all its regulations. It looks unique, trendy and on point. I feel it feels and looks like something that would be on display at the exhibition, and that was the goal. As a further development it would be pretty nice to play around with a range of colours and shapes just to give the screensaver a bit more unpredictability.

    Konrad Ziemlewski

    MOMA : Making The Final

  • MOMA : The Outcome

    Konrad Ziemlewski

    vimeo

  • The frames are mainly made out of magnesium; a material thats extremely lightweight and strong, as well as being durable and hypoallergenic. This clearly being ideal for purpose, since the glasses to be comfortable need to be lightweight, and the strength and durability make them appropriate for sport. While the hinge less design of the frames allows for ultimate comfort and adjustability, as well as reducing the risk of the frames snapping. The downside being that magnesium is an expensive material which does put costs up significantly (around 50%). Besides magnesium their is also a small amount of unobtanium within the frames, with its form being unique dependent on the outcome its needed for.

    The lenses use Polaric Ellipsoid Geometry to contour the frames into three dimensions that angle the glass, so it best protects sun and wind, as well as a range of tinted lenses to protect against the sunlight. The manufacturing process is all in-house which benefits timescale and the environment due to the fact that transportation, workforce etc are all reduced.

    Developed by Ossur, Flex-Foot Cheetah blades are so named because they replicate the running movements of the big cats hind legs, which reach out to paw at the ground while the large thigh muscles pull the body forward.

    The limb is extremely light, due to the reason its made from carbon-fibre, a material often seen used in aerospace engineering.In order to have a prosthetic that can compete with able bodies athletes it had to be able to be lightweight, responsive and incredibly strong. Carbon-fibre has a very high tensile strength and low weight, allowing for a lot of force to be applied to the limb at regular intervals. To make such a unique material its essentially a two stage process, starting off with stabilization, which allows to cross-link the precursors of carbon fibre, which are Polyacrylonitrile and Mesophase pitch. Once stabilized, carbonization has to occur, which results in the final incarnation of the material.

    There are unfortunately problems with carbon-fibre. It is ridiculously expensive as well as having low sustainability. It is a long lasting material but when its run its course it is also a major drag to recycle currently, with research going on to make it much easier to recycle.

    The adiLite Twin material used with these boots, is a single layer synthetic that essentially acts as a second skin - that allows for the most natural feel between the foot and the ball.

    Another innovation is the TPU bottom frame, which offers lateral stability and support and transfers forces from the out-sole to the upper. Its location is where the most abrasion can occur increasing the boots lifespan. Not only is the TPU material used on the outside of the boot but also inside. The internal TPU Support bands reinforce the single-layer adiLite Twin, providing stability when sprinting and bouncing back. TPU is an extremely elastic material, with great resistance to grease and abrasion as well as being transparent.

    The creation of the Sprint Frame, gives the user unparalleled stability, during quick movements. The frame is extremely lightweight and geometric in design and only 1mm thick, remarkably not increasing the weight of the boot at all too create the much needed stiffness. Lastly we have the Traxion Studs, which are all shaped aerodynamically, as well as being coloured and weighed according to their use. The studs are divided into acceleration, stability and traxion, to provide balance to the boot. There are ridiculously high labour and transportation costs involved unfortunately.

    HMHT : Initial Research

    Oakley m-frame Ossur Flexfoot Adidas Adizero

    Konrad Ziemlewski

  • Konrad Ziemlewski

    HMHT : Further Research

    Nike Flyknit Intimacy Polymers Schoeller IloadFlyknit is the product of an entirely new shoe-making process that can produce a single, lightweight knit upper (tongue included). The result of intricate patchwork of yarn, cables and fabric to give an unparalleled look and feel. Tony Bignell (Nikes head footwear innovator) wanted to create a shoe that is as comfy as a sock but as strong as any other shoe. The team at Nike managed this using feather-light, high-quality polyester yarn of varying elasticity, durability, thickness and strength. While for the structural strength they weaved supporting cables into the knit. The shoe is finished of with a Lunarlon cushion sole (foam that helps spread out the weight and any bumps that might be tread on). This innovation can not only enhance other types of clothing but also be used in construction and technology due to its high tensile strength and durability.

    Intimacy is a high tech fashion orientated project developed by Studio Roosegaarde. The garments are made out of opaque smart e-foils that become increasingly transparent based on close and personal encounters with people. Social interactions between ourselves determine the garments transparency playing on the idea of disclosure and intimacy. The range of materials used for the garments goes from e-foil that is full of tech to create the transparency to extremely thin and delicate leather. To determine the users feelings towards one another the garments react to the wearers heartbeat (the higher the heartbeat the more transparent the garment) but also to levels of lightning and heat sensors (reacting to the proximity of others). A basis of a majority of these traits comes from Electroactive Polymers that allow a material to react and change its appearance when effected by electricity (as with the users heartbeat). This technique is also applicable to tech and sports based products.

    A polymer is essentially a chemical compound or mixture consisting of a repeatable structure, somewhat like our own DNA. The majority of plastics, silly putty, rubber are all composed of polymers. What I am excited about are Shape Memory Polymers (SMPs) and Electroactive Polymers (EAPs). SMP is a material that has the ability to return from a deformed state to its original shape using an external trigger. SMPs can retain a number of shapes and the triggers can be induced by the temperature, a magnetic field, light, electric currents or a solution. Two excellent examples of these polymers working in theory are Batmans cape and the tuxedo in the film Tuxedo. Both using electric currents to adjust their shape and the materials ability (both focused on EAPs). Be it SMPs or EAPs the ability to adjust a materials shape, multiple times, to a specific need is revolutionary and a trend that I can see being major in clothing, automotive design and so on.

    Schoellers revolutionary holistic material has won innovation awards all around the world and for good reason. This new high tech fabric promises to convey therapeutic treatments transdermally, or through the skin. Unlike single use syringes or patches, iLoad can be washed and reloaded with the same or completely new medical agent. The system consists firstly of an eligible base fabric on which a special donor layer is applied and anchored. This is followed by the loading process which uses the donor layer that coats the entire fabric, combined with a specific emulsion with the required active substances. All of this works similar to a magnet; the negatively charged donor attracts the positively charged emulsion which begins the loading process which takes a couple of minutes. The expulsion of the medical agent is triggered by warmth, vibration or moisture and can be adapted to a specific need. iLoad is clearly targeted at medical wellness and the sports industry.

  • Cardboard Foam Styrofoam Aluminium Light

    Konrad Ziemlewski

    HMHT : Experiments

    The first material I decided to give a go was Cardboard. Its a material I can get hold of extremely easily and one I felt could have a number of uses. Initially I tested the strength of the cardboard by ripping a single piece of it and then layering it to the point where I couldnt do so. Following this I decided to try and make the cardboard more malleable. To do this I put pieces of cardboard in a bowl of water, till it became pulp, to which I added washing up liquid to try and bond it. What I found is that while wet I was able to mould the cardboard but unfortunately when it tried the bonding was not strong enough so my structure fell apart (the use of something like PVA glue would be worth a try). I felt the cardboard though was too limited to what I wanted to try.

    Having finished with the cardboard I moved on to Flexible Elastometric Foam, in this case represented by pipe insulation. Since flexibility was in the team I started out by looking at the materials flexibility by trying to break it by twisting it in two different directions constantly (after about 50 tries and the material still having not snapped I decided to call it a day). Then I tried burning it, but instead of catching fire, it actually melts away, which might work for sculpting. The foam is water resistant and also floats, being able to carry a reasonable amount of weight. To have the buoyancy weight tested, I created a small raft. Also having the foam frozen increased its strength and durability significantly, making it much harder to cut/tear.

    Having enjoyed using the foam, and liking the fact that its water resistant and can hold its weight on water I went on the search for a better material with similar properties. Initially I started out with comaparing the weight buoyancy with the foam. The foam could carry 1kg on a 20x20 piece of material compared to 5kg on the styrofoam, showing a huge increase. Then I went on to trying to form the material by cutting it. Using a craft knife, I tried to cut through the styrofoam but that only really ripped through the material and did not deliver a clean cut. Then I tried smothering the blade in wax, which helped a bit but not enough; heating up the blade though helped massively melting the styrofoam in the process, the cut still not being ideal though.

    I chose aluminium because its something I have a lot of around the house (clothes hangers). Initially I cut the pieces apart using clippers, showing the material is strong but can be split if need be. Then using a small portion tested how many times I can bend the piece in two different directions till it snapped; I reached over 50 and gave up, showing the materials malleability. Heating up the metal makes it that more malleable, which helps to create curves, for sculpting etc. Then I mixed the material with cranberry juice for, which I found has high concentration of iodine; the result was an absolute load of smoke coming out from the mixture. This could be useful for a makeshift smoke signal of some sort, if the ability to make fire is not possible.

    The last of my experiments were to do with light. For this I went on to use a set of polyphene spheres and a range of lights; lamps, torches, LEDs etc, as well as filters. With this experiment I wanted to get a good grasp at how light refracts and interacts with these spheres. The spheres, especially when paired together or in groups, were able to create some very interesting imagery. Colour did not really seem to work with them though due to the material they were made out of, the light was pretty much absorbed by the spheres. Not suprisingly LEDs worked best due to their much higher power ratio compared to standard light bulbs. I found lightplay is something I could genuinely develop further into a fascinating outcome.

  • Having had the chance to experiment with numerous materials such as foam, aluminium and light, I had a very strong grasp of a eclectic range of different materials. I wanted to make use of this knowledge by incorporating a number of materials into my outcome. What i came up with was the idea to reapropriate day-to-day materials (with high tech creadences) into an awesome product. From there I went on to look at high-end products, ones that I felt I could match the properties and design of but with much cheaper materials. A chandelier is what I settled on. Known for its relationship to the nobility, the rich etc. Having one made up of essentially stuff I found around the house, and having it look great, is a challenge I wanted to try and overcome.

    The chandelier is made of a number of items. Firstly I took apart a spare lamp shade I had lying around in my house, down to the metal frame. To hold everything together I decided to make a wire frame using polyester spheres used for packaging and leather from a belt. To do that I had to make holes in each sphere using a metal rod which was heated up so it could pierce the spheres properly. Then it was just a matter of tying everything together properly, in a specific pattern that not only would look great from an aesthetic standpoint but so it would great some great shadows. The chandelier epitimised what I wanted to show through this project. That you are able to use everyday items to create something that not only will enhance a space but drive creativity. The idea that you can use certain items that look very day-to-day such as the spheres, but hold special properties (the way they reflect light so brightly yet create immense shadows) to create some awesome custome pieces.

    The outcome does exactly what I expected and is even more so glorified in the short documentary showing its creation and how it works. The patterns look different from all angles and have range due to the different light intensities and light sources of the room. My exploration with numerous materials before hand, definetly helped drive and guide the process of making such an out there outcome.

    Konrad Ziemlewski

    HMHT : Material Reapropriation

  • HMHT : The Outcome

    Konrad Ziemlewski

    vimeo

  • Collaboration : Research

    Konrad Ziemlewski

    The idea behind the Briefcase application is to create a tailor made source for journalists to use day to day and want to use

    it too. The app is able to collate up to date news stories, from a myriad of resources (local and world news channels as well as

    social networks), arrange them and make them accessible. Outside of creating a news resource for a journalist it also allows said

    journalist to document their own stories on the go; with the access to tailor made camera, camcorder and blogging systems.

    Initially I tackled this brief by looking at existing collaborations that had interested me and could hopefully guide the projects development. The four that stood out, involved a number of mediums and all differentiated by what the collaborators understood collaboration to be.

    The first was by an eastern European duo (typographer and illustrator respectively) called Old Scary Movies . The collaborators chose a movie they both liked, then created a poster (with type and illustration) in a singular style and colour theme. The second piece is a collaboration between artists and journalists, called WONDEREUR. It is an app led magazine, where journalists follow a specific designer then tailor the design of the specific issue to the designer. The last two are both videos involving collaborations between a designer and another field. The first is between a motion artist and a poster artist, while the second involves a score created by a musician specific to the animation created.

    From this I realised I wanted to create something that benefited my collaborators field, to create a true sense of collaboration.

  • WONDEREUR was the one project I connected with from all I had looked at and luckily I knew a colleague that has been studying journalism, as well as being a writer for numerous well respected blogs. Our initial brainstorms looked at quite generic ideas, such as; photojournalism mergers, a publication to do with our interests etc.

    Jonathan (journalist) was working at a university project at the time, where he mentioned to me he wished their was something that collated news stories and made them easily accessible, especially ones from local areas. This led to us wanting to developing phone/tablet app - potentially a website in the future that would not only be able to collate news but also allow the user to make their own news on the go. A must have accessory for any journalist.

    The reason for us settling on an app was purely down due to them being very much popular right now as well as the ease of access and on the go capabilities. Most journalists (professional or amateur) would own a smartphone, so this would benefit a huge market.

    The idea behind the Briefcase application is to create a tailor made source for journalists to use day to day and want to use

    it too. The app is able to collate up to date news stories, from a myriad of resources (local and world news channels as well as

    social networks), arrange them and make them accessible. Outside of creating a news resource for a journalist it also allows said

    journalist to document their own stories on the go; with the access to tailor made camera, camcorder and blogging systems.

    Konrad Ziemlewski

    Collaboration : Further Research

  • Konrad Ziemlewski

    Collaboration : The Final

    The outcome of a myriad of prototypes and concepts became Briefcase. A phone/tablet application that sources its news stories, in a range of categories, from the most well known to the least well known news hubs as well as social networks, and user reactions.

    The design is fairly minimalistic inspired by Swiss design and applications such as Flipboard. The front screen gives the user three options of access; hot topics, latest news stories and to create their own. The app has a constant nav bar on the left that helps the user personalise their tabs, what sort of stories they want to make readily accessible as well as alter their settings etc. The news stories are easily navigable once displayed through swipes and categories. The apps your story function gives the user access to a camera/camcorder and blogger all of which allow for a news story to be recorded and uploaded on the go.

    The colour scheme I tried to keep formal yet modern; hence the light pasty brown (it also fits the name Briefcase nicely). The logo was designed in such a way that it would be able to work as a strong piece of brand recognition as well as work on advertising.

    The idea behind the Briefcase application is to create a tailor made source for journalists to use day to day and want to use

    it too. The app is able to collate up to date news stories, from a myriad of resources (local and world news channels as well as

    social networks), arrange them and make them accessible. Outside of creating a news resource for a journalist it also allows said

    journalist to document their own stories on the go; with the access to tailor made camera, camcorder and blogging systems.

  • Konrad Ziemlewski

    D&AD : Initial Research

    Straight away, once having chosen the Department of Health brief for D&AD I knew I wanted to focus on some sort of app.Now an app at no point is a campaign, which is what the brief requires but it would help me focus my campaign and be able to expand from there, rather than focus on multiple functions at once...

    I started out by looking at the competition; hell I already knew there were millions of fitness apps but I wanted to know the best, most unique and how they work, as well as what works. I focused on Nike +, Runkeeper and Meter Me. I did also run into a concept for Facebook, which is something I felt heavily inspired by from a aesthetic standpoint.

    The Facebook concept is many things, not exactly practical, but from a visual standpoint its easy to read, navigate and displays all of the essential information. The way the website displays information, by segregating it into bitesize chunks, so you can navigate through easier is really clever. Also the use of big imagery helps draw attention to certain stories rather than others - while still working on one singular aesthetical level.

    Then I looked at the two main apps in the fitness market, Nike + and Runkeeper. Nike has one main advantage over most other competitors in this market, the fuel band. The fuel band allows for a very tailored fitness experience - it helps a person track their workouts outside of just running, precisely which is not something many can do. The interface itself is full of infographics which tell you exactly how much weight you have lost, or how much muscle you have put on etc. The one outstanding incentive is the fuel points that you gain by using the fuel band - the fact that their displayed visually is even better, it also allows you to compete versus friends and gain world rankings. All things to get you up and active.

    The benefit of Runkeeper is that it is purely focusing on running. Their is nothing else occupying screen time. While the app has numerous encouragement aspects; goals, voice support, infographics, versus games etc.

    Meter Me on the other hand is a custom made concept by a designer. What grabbed my attention with this app is its design and how slick it is. All the information is massive, easy to read on the run (something most people dont think about), the colour scheme is clean, simple yet good to look at, theirs loads of data, but its separated and organised, so it doesnt bombard you. A great, great design.

  • Konrad Ziemlewski

    D&AD : Development

    Having looked at numerous applications and the way companies encourage others to run I started trying to figure out a subject matter to base the app and the campaign around. Initially I had the idea of superheroes, ala the incredibly funky D&G Superman seen above. Trying to portray ordinary humans with superhuman attributes, have someone unfit outrun someone fit, have them wearing costumes, all could work as a pretty good campaign I thought. After a few failed experiments, including trying to create a poster that changes when you run past it I decided to move on to better things.

    Being a keen gamer and knowing how popular gaming, gamification etc is, especially now, this is what I wanted to tackle with this campaign. RPGs specifically is what I wanted to have a look at, games where you are rewarded for doing things, games where you can actually tell your developing and improving - something I thought would benefit many not willing to exercise currently.

    Games like the Diablo, Warcraft and Guild Wars series all influenced me with the way they display their information, how they make the user want to develop their character etc. One big incentive in these sort of games has always been loot, finding stuff that develops the story or improves the character; the quest for the next big thing is always important. Then things like trophies, stats, skill points, decision making (story wise) so the character your playing feels unique to you is also quite prominent. Making a game that is defined by the player, a game that the player can become engaged with would make the exersice and game playing that much more fun.

    Also two specific campaigns by Nike - that attempted gamification in a really watered down state gave me an insight on how to involve the public with this. I have to make sure that whatever the campaign it wont only appeal to teenagers/young adults, men (the crowd most people would associate with gaming) but also girls, and the 30 somethings etc. All of this would be achieved by making/defining the gameplay, the aesthetic and the campaign outside of the game itself.

  • Konrad Ziemlewski

    D&AD : Making The Final

    The result of all of this became the Last Run campaign, based around a fictional, post apocalyptic world. Why the name? The name devised in conjunction with the whole settings (it possibly being your last run/chance to survive) but also as a sort of incentive that the next run, might be the run where you reach your desired fitness levels.

    The campaign essentially revolves around the idea that its a post apocalyptical world you now live in and your doing your best to survive. The user interacts with the game through movement, screen and sound - while the campaign is much more than just an app. In this world you have the usual craziness - looters, natural disasters and zombies! All of which works well in advertising - be it a poster of a zombie hand holding onto a runners legs, or an advert showing a runner using the game to find a way out of a zombie invested zone etc.

    The aesthetic of the campaign and the application/game itself is fairly minimalistic for a number of reasons. Firstly in terms of the game, I wanted the graphics to not strain any older phones systems but yet make the game look and feel modern. The buttons and graphics are all designed big and spaced out so their easy to use while running or doing any other bit of exercise. The colours are very much within theme while the graphics are easy to read and understand just at first glance.

    The reason I chose this sort of setting is because it is something that both men and women, teenagers and adults have an interest in - as seen by movie numbers for films like 28 Days Later and books like I Am Legend. Also the fact that the game is story focused rather than on the violence often depicted in other media within these sort of fictional universe makes it much more female accessible.

    A game that is tailored to the user, one that uses multiple means to submerge the gamer within its fictional world and push them forward to exercise by playing, is something that can make anyone get up and get active.

  • LAST RUN D&AD | Department of healthCampaign & ApplicationLast Run is based around the idea of a post-apocolyptic world. Zombies running wild everywhere, governments falling down, no social order remaining. You as one of the dwindiling number of survivors start a journey, trying to find out why this zombocalypse has occured and doing your best to survive...

    The Last Run app, tries to use popular media (gaming and storytelling) and mix it with fitness to try and get Britain and the world on their feet. Once you have created your character, your story begins, where exploration is completed by burning calories (walking, running and other forms of excerise) all contribute to your ability to continue the story.

    Front Screen | A simple and intuitive log in system that allows for social integration.

  • LAST RUN D&AD | Department of healthThe Main Menu

    Main Menu | Multiple tile system, that fits in perfectly with the windows os asthetic.

    Main Menu | The menu gives access to the

    game itself, map and location, daily challenges, a music

    player, settings and the social hub.

    The main menu has been designed to feel familiar yet have its own, unique, aesthetic. It gives access to a number of functions that all expand the game, its universe and usability.

    Last Run - play the games main storylinemap - gives live details about what is going on around youDaily Challenges - random challenges, outside story modeMusic Player - set the playlist for your gameSettings - make the game a tailored experiencesocial - the social hub of the game

  • LAST RUND&AD | Department of healthThe Settings

    The way Last Run utilises itss settings, allow for a really personal experience. Tuning every little detail, so the game responds to YOU not a generic player.

    You are able to tailor the settings by tuning the game to your body and the way you want to play. If you are a begginer the game will start off in easy mode, while if your a seasoned fitness fanatic you can opt for extreme difficulty. facets such as social settings, gps and gameplay tune ups can all be done through the settings menu.

    Settings | The settings allow for the user to tailor the game,

    to make it a personal experience, one that

    will benefit the gameplay and their

    fitness.

  • LAST RUN D&AD | Department of healthThe Social Hub

    Social Hub | gives access to the latest feeds from your friends and gamers in your area.

    The social hub is very much designed as a pitstop inbetween workouts. A stop-gap to get organised and prepared, before trying to prevent the zombocalypse spreading.

    Using the social hub you are able to follow your friends progress; details such as trophies collected, game completion and location are all available. The hub also allows for co-operative gameplay by getting active with your friends and community, by being able to complete daily challenges and story mode with up to 4 players simultaneously. Their is also a messaging function available to arrange meetings between game friends. all of this leading to a much more social and enjoyable game experience.

  • gameplay | This is the inventory for Last Run. You are able to collect

    items to help your character to survive as well as help others and drive the story forwad.

    LAST RUN D&AD | Department of healthThe GameplayThe game is very much an interactive user experience, to encourage the user to play and get fit as often as possible.

    There are two modes to play. A story mode; which works through sound interaction as well as interacting with the screen, and the daily challenges mode; sort of a day-to-day gaming experience that, gives the game and the exercise powering it more endurable. The gaming experience is powered by doing exercise, reaching new destinations, interacting with new characters and experiencing a postapocalyptic world, through sound and screen.

    gameplay | this is the main screen a player would be using to interact with the story mode. it displays all of the necessary informaiton, such as; goals, story quests, itemization and perilous dangers to avoid.

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