Build a Scare

Developed by Wayne Hawksworth
Released by Deanavryn Studios


View on App Store

Product Description

App Store Description

How many arms will your monster have? How many Legs? Let’s spin the wheel and find out!!!

Welcome to Build a Scare by Deanavryn Studios.
* Winner of the Appymall Fans Favourite Best Kids App March 2012 

Create a unique ‘Scare’ (Monster) every time. Choose a background for your Monster. Choose a body. A spinning wheel numbered 1 to 6 is used in turn to choose the number of arms, legs, eyes, noses, mouths and ears to place on your Scare’s body.

Build a Scare contains beautiful artwork. This is matched perfectly with some unique background music and friendly narration to help your child build their Monsters.

Children of all ages will have fun creating Monsters with Build a Scare.

But wait. There’s more. The fun doesn’t stop there. Once you’ve finished building your Monster you can choose to magically turn it in to a Jigsaw puzzle. You can even choose to save your Monster to your Camera Roll to show your family and friends. 2 fun filled applications merged seamlessly in to 1 amazing app!

Build a Scare Fun Features 
· Great looking artwork
· Music, sound effects and friendly narration
· Create a different monster every time
· Save your monster to your Camera Roll
· Turn your finished monster in to a jigsaw puzzle
· Turn any picture from your Camera Roll in to a jigsaw puzzle
· Use the Camera to take a picture and turn it in to a jigsaw puzzle

Development Details

Developed for iOS – iPhone & iPad.

Developed for for Android – All arm6 – arm7 onwards devices.

Our client wanted to build a children’s app, where the child could build a random monster and have fun along the way.

The client had a unique concept in mind – which would guide the child along the process of building a monster. Rather than letting the child just use or build any monster the wanted, the child had to spin a wheel to determine how many of the body parts they could use.

For the development we broke down each of the body part components:

Eyes, ears, arms, legs, mouth etc etc
For each of these sections, there would be up to 10 styles the child could choose from. So for the eyes, we had 10 different eye styles the user could choose, and for all the other body parts.

All the body parts and other sprites were packed into a SpriteSheet, and referenced accordingly within the code:


For the arms and legs, we wanted to ALWAYS make sure the child created a realistic / great looking monster – so we decided to implement a GUIDING system. This would ensure that the child felt they had a choice over the ARMS or LEGS, and there position – but in reality there was a fixed matrix into which they could be positioned. For this we created an invisible grid matrix (see below).


This ‘invisible’ grid was accompanied by a series of ‘marching ants’ effect – which subtly showed the child where they could place each of the parts.

To make the process even more effortless we did it so the child could say choose the GREEN ARMS – but depending on where they were positioning them on the grid we placed the CORRECT GREEN ARM.

So the child chose one of the 10 STYLES for the legs.
But we placed the CORRECT appendage to the design – based on the grid location. It all sounds complicated (and it was in the code) – but for the user, it all happens seamlessly – with the feeling of choice – but always a great monster was designed.


Choosing one of the LEG designs above, the system would place the correct leg IMAGE within the grid.

Coding Environment

Developed using the Corona SDK. Using the LUA programming language. All code developed using a derivative of LUA developed by Corona.
BBEdit used as the IDE to enter the raw LUA code, with debugging feedback from Corona LUA environment via Mac OS X’s Terminal tool.

Artwork Creation

All artwork created using Adobe Illustrator CC. Artwork first sketched out, then drawn in high resolution ‘vector’ paths. Illustrator also used to create all the various Scenes, buttons and other graphical elements used within the App. This allowed for any item to be scaled to the correct size without any pixelation.

Raster Graphics

Artwork refined in Adobe Photoshop CC. All artwork generated at same size (@1x), and at @2x and @4x for higher density screens such as iPhone 5, 6 etc. All images converted to optimised PNG format, with a resolution of 72 dpi at there actual screen display size – to avoid any distortion.

In-App Animation setup

Throughout the App, and in the game the animation sequences were constructed using SPINE Animator. Once an animation sequence of individual sprites had been prepared, all data for the animation sequence was exported out as a JSON file and read into the Corona LUA environment with a realtime convertor.

Game Audio, Music, SFX, Voices

Audio narrative for the soundboards and various other speech related aspects of the app were supplied by the client. Cleaned and optimised to MP3 format for use.
SFX and Music was produced internally and applied to various aspects of the app. In particular the Game has various SFX and audio pieces – along with vocal narrative supplied by the client.


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