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Concept Sketch Reviews
Home > Assignments > Concept sketch results > Reviews for Nicolas Fonteyne

Nicolas Fonteyne
6 wits
[review]

StoryboardConcept Sketches
 Prometheus Myth Key Torch Lock Presentation
Average Rating
 
Client 1:
Client 2:
Client 3:
Reviewer 4:
Reviewer 5:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Storyboard Prometheus Myth: innovativeness and potential

Client 1:

This feels more like 3 separate rooms than a single one. OpenWorld rooms should be small, consist of a single goal or objective, and be able to be reset automatically.

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Client 2:

Interesting. You have a lot going on here. Just keep in mind as you're designing that our rooms are going to be between 100 - 250 square feet. All of this would have to fit in a maximum of 250 square feet. I think you have a little too much going on, and still be able to meet ADA requirements.

How does this reset? It doesn't look like there is any way for the key to be guaranteed as being back where it should be. How do guests 'steal the torch?'

How were you planning on accomplishing the man chained to the rock? Animatronic? Mannequin? I would be concerned about guests ripping it apart, as they can be very destructive with props.

I wish you had done a concept sketch of how the 'thunderlights' would work. Are they lasers? Light sensors and a separate light source?

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Client 3:

I like the general idea. I think it's fun to dodge light beams. I'm not sure the lock and key puzzle adds a lot to the experience. I'm also confused: Is there a mannequin in the room who is chained up? Seems like a very involved prop.

Stealing the fire is a cool idea at the concept level too.

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Reviewer 4:

The idea seems interesting, my concern is that this idea has multiple rooms, and the room size 5wits has planned for open world may be too small to make these multiple rooms work.

Also is it necessary to have three puzzles for this single room, or would it be complex enough with just one of those puzzles. The hall with the lightening bolts and the fire altar seem difficult enough to each be done in 2-5 minutes.

For the hall, it will take time and multiple tries to get through the hall, especially with multiple people. Larger teams would also be at a disadvantage since it would be harder for all of them to get through, as opposed to a team of one or two. Maybe to make the difficulty the same for all team sizes only one person has to make it through and they can turn off the lightening with a button on the other side.

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Reviewer 5:

This was a really cool room! In Zeus' Hall, I wasn't entirely sure how the players were supposed to get away from his thunder lights? Just run in zig zags or duck? I think you can make this room more interesting and add some strategy to getting away from the thunder lights. Zeus' prison was also cool, but maybe you can add another puzzle for players to find and get the key? (It seems a little odd that the key was right under the rock Prometheus was chained to. Would Zeus really leave it there?). I wish I could have see more of the altar and the route players have to take to get to the fire, but the idea of it sounds cool.

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

Client 1:

Straight forward.

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Client 2:

This drawing does a good job of showing us what a key looks like, but doesn't really explain much else. How does it reset? Guests will not put it back where they found it, even if you ask nicely.

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Client 3:

The key seems like it could work. Real keys and lock are hard, so i'm glad you built something more sturdy. How would the key be reset though? Remember, after the group leaves, the room must automatically reset for the next group with no staff member.

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Reviewer 4:

I am not sure what is being illustrated for this sketch. It seems like a typical key.

Is there a reason why the key has to be made from conductive material? if it is just used to open a lock can't it be made from anything.

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Reviewer 5:

The design was very simple, but the shading and tone pretty good.

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

Client 1:

I have some concerns about durability with this one, but overall it seems like it could work.

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Client 2:

Do guests pick this up and move it? How does it reset, if they do? If not, how does it secure to its base?

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Client 3:

The torch seems cool, but I'm concerned that it's an electrical device, that is cordless and loose. Will it get left in the room? How would it reset? It seems like a pretty big challenge to deal with it being loose. Maybe it can be chained to the wall, and used to "move" the first from Zeus's torch to another one.

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Reviewer 4:

The idea seems very feasible. You did a good job showing the different components that would be needed to make the torch light up so that it looks like the real thing.

Is there a reason why the torch needs to be metal?

Also will there be an internal power source in the torch so that when it is picked up, or is it meant for the light to go out as soon as they pick it up. Also how do you ensure that people return the torch to its spot so the room is reset for the next group of people.

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Reviewer 5:

The sketch of the torch seemed really nice, with great shading. Maybe you can add a nicer handle to the torch, so that players can carry it more easily? Depending on what the players are supposed to do afterwards with the torch...

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

Client 1:

Ok

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Client 2:

More detail on how this would be constructed and how the key would be sensed, would have been useful.

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Client 3:

The lock seems clear, but like a more or less boring lock. I would love to see something a little more creative.

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Reviewer 4:

Similar to the key, how does this differ from a typical lock if at all? What is the function of the electrical wires that pass through the lock?

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Reviewer 5:

I think you could have combined the lock and the key in one sketch, and instead added another sketch of the altar. The lock has a simple design. Maybe you can add another puzzle for unlocking it? Just to make it more challenging for your players.

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

Client 1:

Well presented and easy to follow.

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Client 2:

Your sketches didn't go into enough detail in my opinion, and the writing was small and hard to read on your website.

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Client 3:

Nice sketches! I could understand what you were trying to communicate and I was able to follow you ideas.

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Reviewer 4:

The storyboard was well drawn and explained. I understood what the overall experience of the guests would be from the storyboard

I would have liked more explanation for the concept sketches as I was not sure of the reasoning behind some of the decisions you made such as the materials.

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Reviewer 5:

I really liked your storyboard. The puzzles were in line with the theme of your storyboard. The presentation was also nice in a simple and easy to navigate website (I wish your pages were linked to each other though)

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