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Concept Sketch Reviews
Home > Assignments > Concept sketch results > Reviews for Meghan Maupin

Meghan Maupin
the remainders
[review]

StoryboardConcept Sketches
 Stealing a Plane Joystick Plane Controllers Throttle 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 Stealing a Plane: innovativeness and potential

Client 1:

Each room in this venue has to stand alone, and can't depend on other rooms to flesh out the story. Therefore, in this room, how would you make it clear to the players that they are getting in a plane as a means to escape after they've completed a heist?

I don't understand a lot of the gameplay you have here, like how you want players to override the plane's security. How do they figure out what the override code is? How do they enter the code? Also, what do you mean by "By predicting the other plane's location, you can figure out the best path for escape"? How does the plane indicator show where the other plane will be?

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Client 2:

I like the idea of trying to take off in a plane! The cockpit would be a fun space to build. Building the general space to really look and feel like a cockpit will be a challenge but could be doable. I like the general feel!

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Reviewer 3:

I like the idea of flying a plane, which is very innovative, but I wish the challenges are explained in more details in the storyboard. First, how do people get the right code to override the system? Do they just guess or there is a hint that they can get from the game setting ( it makes more sense to have some hints available to players).In addition, how would the system reset itself? Do all the buttons just get reset back to its original state by the system itself after the players leave the room?

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Reviewer 4:

I love the idea of stealing a plane, and the different challenges that are involved with it. It'll be important to make it clear that it's theft, and not hijacking (which might be a more sensitive topic because of 9/11, etc). Some more details into the puzzles would've been helpful, but I got the gist of it.

I'm also curious about how you plan on making it immersive - will there be monitors in the cockpit, with a flight simulator program loaded to simulate flying? If so, would a standard off-the-shelf program (Flight simulator x, etc) be used, or a custom one developed?

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Reviewer 5:

I think walking into a plane would be so much fun! This would be the classic scenario of someone absolutely needing to be able to fly a plane but having no idea how! I think this could be very immersive between the sounds and whatever additional effects you add.

With a responsive environment around the plane for flying, this would be extremely fun. Will there just be a screen in front of the cock pit, or one that surrounds it to simulate the flying?

Also, I wonder how you could make this challenging for people who have flown before? Maybe making the controls look very similar to an airplane but not exactly operating like an airplane could do that.

I hope there are switches covering almost every square inch of this room to really boggle the users!

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

Client 1:

Is the player going to use the joystick to steer the plane while the plane is in the air? If so, that's a game mechanic you have to explain in greater detail, because depending on how you do it, a lot of programming (and expense) could be necessary to make it happen.

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Client 2:

Makes sense. Probably a purchased part.

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Reviewer 3:

The sketching is very realistic, but I wish there is more explanation about the mechanism of the object, like how it works in the game setting.

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Reviewer 4:

Looks like a standard joystick. Great sketch, but lacking in details on how it works, and if it's different from other joysticks.

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Reviewer 5:

I am sure this will be a blast to play with! I would be sure to make sure their are counter-intuitive directions using this to throw people off. Even just using inverted directions would be good.

Just make sure that the joystick is sized for a wide range of users (teens to full adults). The design looks great though!

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

Client 1:

Maybe it's because I don't know anything about planes, but I don't know what I'm looking at here. If the joystick, which steers the plane, and the throttle, which makes it go, are in separate sketches, then what exactly does this "controller" control?

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Client 2:

This one could be tricky to build - maybe you can buy it? Even so, will it be something durable enough to get abused by guests?

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Reviewer 3:

The sketching is very realistic, but I wish there is more explanation about the mechanism of the object, like how it works in the game setting.

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Reviewer 4:

Again, great sketch, but lacks details. I'd be more interested in the controls/puzzles, since the controllers seem like standard parts you can salvage off an airplane.

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Reviewer 5:

It might just be because I don't know anything about planes but I am not sure what these are? Are they just mounted into the ground? I am guessing this is going to be the interface they use, so is this just a screen instead of buttons?

I think this has a lot of potential to be great to interact with. It should definitely have way more features than are necessary so that users are confused.

I wish I knew more about plane control panels to offer more, but if it is what I think it is, it's a great idea! Should be very doable with a bunch of buttons and switches and I think the user will enjoy the puzzle of figuring out the controls!

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

Client 1:

I like that this looks like what I imagine a throttle looks like in a real plane. But there are multiple levers involved here - I'm guessing for each engine separately? What happens if a guest moves one lever up and leaves the rest? Again, you have to explain how your controls relate to what the guest is doing.

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Client 2:

Same as above. Might have durability issues, but it depends on what you can find /source.

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Reviewer 4:

Ditto.

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Reviewer 5:

The throttle has plenty of potential and is very feasible! I think players will struggle to figure out which throttle does what, which will be part of the fun.

Are these foot throttles or hand throttles? Foot throttles will need to be pretty strong to withstand frustrated kicking and pushing, so it might be best to keep it with hands.

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

Client 1:

Your storyboard and concept sketches were easy to read and navigate. However, you left out a lot of important ideas that would help explain exactly what your experience is.

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Client 2:

Nice sketches! Good use and color and clear presentation.

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Reviewer 3:

I'm very impressed by the sketching skill which is demonstrated by all the concept sketches. The website design is very clear and atheistic pleasing. One thing I think that can be improved is to add more explanation to the storyboard the concept sketches.

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Reviewer 4:

Clean website, clear storyboard, but choice of concept sketch subjects could've been better to better explain the details of the room.

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Reviewer 5:

The storyboard is very clear. I think the joystick is pretty self explanatory, so the sketch was exactly what it needed to be.

I wish The control panel was a little bit more detailed. If you are planning on making it a flat panel with a screen I am sure that is fine, but it looks like it is curved so I imagine there will be buttons and things. I don't think I got the full effect of it without the detail. I also think a quick sketch in the corned to show exactly where you envisioned this would have been helpful.

The throttle is also great. Once again, a locating feature would have been great just to really build up the image of the room this is in.

Your web design is clean is clearly gets the information across without having to look around much at all. Maybe choosing a darker grey to label your concept sketches would have helped because I found myself squinting a little to read it at first.

Overall, I think your sketching was great! The shading on the joystick was very nice and it was clear you paid attention to detail.

Overall, great work!

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