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Annie Dai
spiro
[review]

StoryboardConcept Sketches
 Shadow Monsters Light Sensor Setup Dark Figure Presentation
Average Rating
 
Client 1:
Client 2:
Reviewer 3:
Reviewer 4:
Reviewer 5:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Storyboard Shadow Monsters: innovativeness and potential

Client 1:

An interesting variation on the hide and seek game. I'm pretty sure this will take players many rounds to figure out, as shadows are not something we pay attention to regularly.

I really like the visual of the hooded, backlit figure. It will take some experimentation to determine how many spotlights can shine into the room at once before the shadows become confusing. Obviously the more directional the lights, the better - perhaps you can do some research on what sort of spotlights are available.

My only question about gameplay is whether this is actually too easy of a game once players figure out the secret. I think you win by just *running away* - if you're very far away from the statues, you can't be in their shadows. That obscures the mechanic you're going for.

I wonder if you can modify this into a game where the only available places to stand are where the shadows will/might be cast. Force players to move every time a new light comes on - bonus points if they have to climb over obstacles (or each other ;) ) to do it!

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Client 2:

This is a great idea, however it is very similar to the game that was presented in the 5 Wits Production's Norwood shop. Can this game be modified to differentiate itself from the Aztec challenge?

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Reviewer 4:

I think that this is a very interesting idea. I like that it is very physical and involves a lot of moving around from everyone on the team. I think that it has a lot of potential to be very fun as well as challenging. One thing I am curious about is what the theme of the room would be, is it some nightmare they wake up in or something. I think thinking about what this would be could help enhance the experience. I also think that it may be a little unclear how the player plays the game and may take a little while to learn, so making it clear how to win and why they want to win i.e. defeating these figures.

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Reviewer 5:

I think this looks like a fun game to play! It looks like it would be a great room for engaging various numbers of players, and it also seems like it would afford various degrees of difficulty quite easily. I think this fits into the open-world concept very well - the reset is simple, there are no components which could potentially be removed from the room, and all of the components which can be interacted with can be made quite durable. It also does not seem like it would suffer any loss in fidelity with the "2.5D" concept.

I do think it's worth investing some time into thinking how you could incorporate detail in the surroundings or add sound to make the level of immersion in the theme a bit higher. I think this is a great starting point, though.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Light

Client 1:

Sounds like these are DMX-controlled lights with programmable motors - you can buy these off-the-shelf. As I said above, you should do some tests to see if you can get the effect you want in a room that can't ever be totally dark (no ceiling)

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Client 2:

These lights look great. A swiveling light add a lot of money and complexity. Is the extra cost worth the added experience?

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Reviewer 4:

I think that this is very feasible and not to hard to implement. I think that what may be hard is making shadows the way you want them to be and this may require some testing. I also wonder if you want to think about ways of hiding how the lights work and rotate to keep with the mystery kind of theme of the room, i think that this would be cool. Lastly remember that there are no ceilings in these rooms so that may make things a little harder to hang from above.

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Reviewer 5:

The light makes sense and seems feasible; it's likely that you could find something off-the-shelf that would get you very close to what you need for this room. It seems like the light is something that could be less durable, but you can likely overcome that issue by mounting the lights higher in the room.

In order to get moving shadows for the hard version of the room, I think you may need to actually have some track that allows the light to slide back and forth or up and down. Even if your lights rotate at a fixed point, the fixed light source is still more or less going to give you the same shadow direction. You could also potentially achieve multi-shadow directions by placing fixed or moving mirrors around the room and having a light which can rotate and tilt.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Sensor Setup

Client 1:

I think you can make the sensor array (and the math that the show control system has to do!) much simpler by mounting the sensors on the statues themselves, not the wall. I'd say 2-4 per statue (either front and back, or front-back-left-right).That way, when a particular light goes on, the SC system listens only to the sensor opposite the light. A little bit of trigonometry will let us determine whether there is an object within a shadow-length of a statue.

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Client 2:

There are a lot of sensors. Is there a way to sense this game with less hardware?

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Reviewer 4:

I think that this is a good way of thinking about how you are going to tell him someone is in a shadow or not. I think that it may be difficult to sync up the shadows with the sensors but feel that with some testing it is very feasible. I like how it is almost like avoiding the lasers in the spy challenge but with a twist.

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Reviewer 5:

The sensor set is a little confusing for me, but I think this is largely because I have a limited working knowledge of how such arrays are set up. I wonder if you may be able to get a better tracking system by simply using an off the shelf camera system (like the tracking system in the Nintendo Wii, for example) and suspending that camera overhead (I think you could do this with cables despite the fact that the room will have no ceiling).

Using the infrared system you've proposed, though, the idea of putting them along the floor where they are unlikely to be interfered with makes sense.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Dark Figure

Client 1:

This could use a little more detail. Are these life-size? Bigger than life-size? How exactly will you make them durable?

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Client 2:

Is there any small modification you can do to make this cooler? How about glowing eyes? Can you purchase this "dark figure" rather than fabricate it?

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Reviewer 3:

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Reviewer 4:

I like the dark figure. It reminds me a lot of lord voldemort or some other dark wizard type. I think that this is very relatable and something that people would know to try and avoid. I think that you shouldn't be too afraid to make it scary, as this is for teens to adults. I think that having a scary environment with creatures in the dark would be fun and enhance the experience. Playing with sound can help this too. also I like you that think about how strong they have to be.

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Reviewer 5:

The dark figure is simple, but it's what you need to execute this room. I think you could potentially improve integration with the theme by designing a figure which will cast shadows that look more like misshapen creatures. I think you could even do this by not having the figures themselves obviously look like creatures since the light will most likely be hitting the figures at an oblique angle.

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Sketching technique, clarity of storyboard and concept sketches, and their web presentation

Client 1:

Your websites are pretty good. I would have liked to see some more detail in the drawings and descriptions in your three concept sketches.

Also a minor point - it would be nice to include a link between your concept sketches and your storyboard, just for convenience.

Overall, well done.

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Client 2:

Great, clean sketches! Well done.

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Reviewer 3:

Please turn in assignment on time. You have extended from Thursday night to Friday night. Now it's Saturday and I am going to be traveling. It is not my responsibility to keep checking back in to see if you've scanned in your assignment. Please be respectful of your fellow students.

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Reviewer 4:

I think that your sketches are very clear. I like the use of shading to clearly show things in 3d and show differences between different objects. I think that the shading on your light looks very good and it is clear that it is cylindrical in shape. I like the shadows that you drew and that you were able to make these shadow monsters really dark and scary yet still show them casting an even darker and scarier shadow. I also like your people and think they do a good job of showing how people may interact and act in this room playing the game

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Reviewer 5:

I think you did a very good job with the shading of your figures; the lines are clean and the light and room read like three dimensional objects. The dark figure is very tricky because it's an organic object that is hard to break down into simpler shapes; I think you did a good job of at least varying the shading to make it read more like a figure.

Overall, I would have liked a little more detail, particularly on the sensor drawing. I think you could have used that detail to show visually how the players would interact with the sensors when the player intersects a shadow (or doesn't).

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