Francines Voice Factory

Developed by Wayne Hawksworth
Released by HWH Inc.


View on App Store

Product Description

App Store Description

Fresh from the Britain’s Got Talent final! Set your ringtones, wind up your friends and simply have fun with the help of amazing impressionist Francine Lewis.

This official app contains:

Prank Attack: Choose from Pricey, Amy or Stacey to wind up one of your friends. Simply call your mate from another phone and then activate the prank attack to make them believe you are with a famous celebrity.

Mobile Zone: Set a variety of ringtones and text alerts all free with the app.

Soundboards: Listen to many of Francine’s brilliant impersonations at the touch of a button

TOWIE Translator: Amy will talk you through the various TOWIE phrases and their translations

Pricey’s Top 10 Tips: Understand what it takes to be and stay at the top.

Development Details

Developed for iOS – iPhone & iPad.

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

Francine Lewis was a star from the TV Show Britons Got Talent. Francine is a voice impressionist and wanted an app to show off her wide selection of voices.

This was the biggest challenge for this simple app.

1. A lot of audio voices.
2. Try to make the app engaging for the end user.

We decided on breaking down her voice ‘themes’ into sections and providing users with a way to download the impressions as ringtones for their devices. We also included lots of sparkles, glitter and movement with the pictures and banners.

Below is an early high-level process flow of the app – detailing the number o sounds and where they would be triggered.

Once the flow chart was produced and the app architecture direction agreed we we’re able to put the app together very quickly.


The translator
One of the actors Francine impersonated was a ‘towie’ actor with a thick accent, and some funny sayings. We develop a system where by the user could Tap the button to hear Francine’s impression, accompanied by a magical translator. All animated with lots of particles.


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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