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Izzy Lloyd
the great s cape
[review]

StoryboardConcept Sketches
 PONG Launcher 1 Launcher 2 Launcher 3 Presentation
Average Rating
 
Client 1:
Client 2:
Reviewer 3:
Reviewer 4:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Storyboard PONG: innovativeness and potential

Client 1:

A few things:

1. All of our rooms are made of straight and right-angle pieces, which means they can either be rectangular or L-shaped. We can't have a nonagon.

2. What technology are you going to use to make the wall light up exactly where it was hit by the ball? How expensive is it?

3. "Prevent the ball from hitting the wall" is a fun game, but I don't think people are going to relate it to Pong in their heads the way you have it laid out here. First of all, a lot of the challenge in Pong is figuring out how a ball will bounce off the top or bottom of the screen so that you're in the right place on the side of the screen when it gets to you, and that mechanic is absent here. (The mechanic also relies on the game space being rectangular, so putting this game in a nonagon actually distances it from Pong.) Second, in Pong your opponent can move around, but cannot determine which way the ball gets shot back towards you... and it's the opposite here. Third, in Pong your opponent must hit the ball in order to not lose, but here, if your opponent gets with with the ball, it instantly loses. So you can keep the gameplay as it is if you change the theme from Pong, or you can change the gameplay to fit the Pong theme, but right now they don't go together.

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Client 2:

This looks like a ton of fun! The surprise of getting hit with a dodgeball unexpectedly the first time could be pretty amusing. The look and feel of the room is interesting and well described.

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Reviewer 3:

Definitely agree that nonagons are the most futuristic of the polygons! Do you envision a random cannon fire (both direction and frequency)? Or a more determined pattern that players can learn as they repeat the game? Perhaps one option would be to adjust the rate of fire to account for more/less players so that the relative difficulty is constant. One challenge could be with the square room, where the nonagon will be 10 ft ish at it's longest dimension and the players will only be 5ft away from the centered cannon (though it looks like you adjusted from the original wall mounted cannon).

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Reviewer 4:

This is a really physical challenge that I think would be very fun. It will be interesting to see how long it takes players to realize that they have to block the balls, as I'm not sure how many people will pick up on the fact that it is Pong, they might first thing dodgeball. I think the red circle when it hits the wall will make it clear that dodgeball is not the right thing, which is part of what makes this such an innovative idea.

Another concern is if they think that there is simply a timer, and they have to last a certain amount of time. But I think this will be a fun challenge to figure out, and makes the game harder.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Launcher 1

Client 1:

It's impossible to tell from your website which concept sketches fall under Launcher 1 vs Launcher 2 or Launcher 3, so I'll just put all my comments here.

You definitely increased the number of people that can play at one time by placing the launcher in the middle of the room. However, in doing so you also made the game less like the original Pong. If you want to keep going in this direction (because it could be a fun game!), re-skin it to be something other than Pong.

As I said above, the room has to be rectangular or L-shaped, so it can't be a nonagon. That was an interesting solution to the shape problem, though! Sorry we can't use it.

I like how you've shown the inside of the launcher, I understand how you intend for it to work.

The launcher sort of looks like a bowling-ball return, but on steroids. How expensive would it be to build one that rotates freely so it can shoot at any point in the room?

I like that you've thought through different iterations of how the launcher could be designed, and the pros and cons of each. I'm not an engineer, so I don't have comments on which is best. I will say I like the spherical shell on the last two.

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Client 2:

This is a very futuristic looking launcher! It looks like it might take some serious development work to get up and running, but would be a lot of fun to play with.

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Reviewer 3:

This one seems the most clear of the versions. Could envision a rotating wheel like at a batting cage or bowling alley that shoots the balls.

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Reviewer 4:

I think this is a good design because it is similar to how the things that reload bowling balls work, so players will understand that things are going to come out of it (although they might not realize how quickly). It still has the sci-fi look that you are going for, but has an affordance for releasing objects.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Launcher 2

Client 1:

See comments on Concept 1.

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Client 2:

The square corners could be designed in such a way to allow balls through without jamming.

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Reviewer 3:

I agree that the corners of the hopper could pose challenges.

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Reviewer 4:

This is also a good design because it has a hole that seems like something would come out of it, but it's a little more of a modern style. I think this or Launcher 1 would be good.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Launcher 3

Client 1:

See comments on Concept 1.

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Client 2:

This is a neater look, but I don't understand from the sketch where the balls are launched from.

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Reviewer 3:

I like the futuristic vibe of the spherical shell. This is less clear, relative to concept 1 how the balls will be launched from the launcher though.

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Reviewer 4:

I think this concept is feasible, but one concern is that it might not be clear that it is an object that will shoot out a ball. It could be dangers for players to get really close to it thinking it's just an object in the room and then be hit with a ball. Especially because it looks more like a pedestal like in Inside Out, something that should house items as opposed to throw them.

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

Client 1:

I understand your pictures and the accompanying explanations, but you had more than 3 concept sketches, and didn't label which was which. In the future, a label could help to ensure a reviewer knows what they are commenting on!

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Client 2:

This idea is presented in an interesting and understandable way.

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Reviewer 3:

I like the use of color in addition to the shading in concept 1, and the shading overall looks great.

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Reviewer 4:

The sketches are all very clear and well done. It is clear that you put a lot of thought into your designs and the launcher in general.

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