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Concept Sketch Reviews
Home > Assignments > Concept sketch results > Reviews for Rushil Batra

Rushil Batra
team puzzled
[review]

StoryboardConcept Sketches
 Scare the evil spirit! Firework Crafting Chamber (Version A) Firework Crafting Chamber (Version B) Target Firework Identification Box Tricolor Triangle 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 Scare the evil spirit!: innovativeness and potential

Client 1:

I *love* the idea of making fireworks to scare away an evil spirit. But, I have some questions about game-play.

First, if the goal of the game is to scare away the evil spirit, shouldn't the evil spirit harass the players somehow before they get the fireworks working? Right now the evil spirit doesn't seem to be there at all.

Second, while lithium, sodium, and carbon are used today to produce different colors in fireworks, people don't associate the periodic table with Ancient China. If you want the different knobs to be different ingredients, maybe think about how ancient fireworks were made? (Google says salpeter, sulfur, and charcoal.) Or, just don't label the colors.

Third, is there a way each individual box to provide positive feedback to the players once they've gotten the color right, so the players can move on to the other boxes?

I like that the players are changing the color of smoke, because smoke is associated with fire. I also love the fireworks at the end. If you mention fireworks to players, you definitely have to show them some after they win!

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Client 2:

Matching colors of light by adjusting constituent parts has seemed like a fun game to me for some time! Tying this concept to something exciting like fireworks seems like it would work very well.

As someone who has built a similar color-matching light game, I strongly recommend making the user inputs only change the relative ratios of color without altering the overall brightness. In other words, have your users change the hue, not the intensity of the light. Matching hue and brightness values at the same time, even side by side, is much harder for groups than may be expected.

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Reviewer 3:

Very creative Storyboard, I especially liked the use of elements to create the firework colors, very scientific! One thing to consider is that the top of the rooms will be open so it will be hard to make it completely dark. Also, it would be cool to have everyone in the team involved even for bigger teams. For this you could use the wrist band sensors to see how many people enter the room and then light up that many elements in the room (more than 3 that can make colors in fireworks) and have that many boxes light up to make colors as well (with a maximum of 5 boxes). This way each player will get a change to mix the fireworks.

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Reviewer 4:

I enjoyed the narration, it was fun to read along. I like how the instructions relate to the theme, especially scaring the evil spirit away and fireworks which are things I would totally think of when I think about Ancient China. The story is innovative. This room has a lot of potential, particularly if you take advantage of the visual and audio effects of fireworks.

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Reviewer 5:

This is a really cool concept--mixing "gases" is an interesting twist on some escape room gags I have seen before, but unique to anything I have experienced. I am slightly confused as to how the fireworks fit the theme of the rest of the website (with the temple and the dragon), but I really like the premise of how you go through the room. It might be worth considering amending the overarching theme to better fit this game if it's what you decide to go with, but I think this is a really interesting concept with a lot of potential!

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Potential, feasibility, user experience and human factors shown in the concept sketch, Firework Crafting Chamber (Version A)

Client 1:

This looks like it would work as far as changing the color of the smoke, but this chamber doesn't actually include the thing that tells the players what color to aim for (whether it's a box or something else).

How are you going to clear the smoke from the chamber after a group wins, before the next group enters? How will players be able to see the color that they are aiming for if the whole chamber fill with smoke?

Also, you would have to test that lights actually do color smoke the way you expect them too.

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Client 2:

This cabinet looks feasible, except for the smoke effect. Most ways of creating fog like this involve putting materials into the air that would quickly begin to stick to the walls of the clear box. Theatrical glycol-based foggers or ultrasonic water vapor fog would both quickly make this box look grungy.

Perhaps the smoke and lights can be replaced with a pile of powder appears to smolder with embers of the appropriate color? Tiny fiberoptic fibers could be used with a sparkling RGB light fixture to make the pile shimmer like it was about to burst into colorful flames.

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Reviewer 3:

Great sketch and idea. One thing that could be explained more is how will a player fail/ win with this box. Do they need to make a specific color for a specific box? Or can any color be made in any box? All in all I think the effect of the smoke and lights would be great for this game!

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Reviewer 4:

This concept sketch is well thought-out. I like how you mentioned the housing to contain all the electrical connections and fog machine. In terms of human factors, it was wise to consider having a glass cover to contain the fog so it doesn't look like it's leaking out. Also, the dials on the front are missing intensity/gradient levels, unless it's a binary on/off operation? Would there only need to be one smoke ejection point if the lights are the ones doing the work of coloring it?

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Reviewer 5:

Version A is well thought out and it seems as though you have thought through how this would be feasible. Using a fog machine with light to emulate smoke and containing it in a glass container is an awesome way to create the effect you're going for, and makes the game easily resettable and difficult to break. All of the details were well thought out, and the notes on the sketch were very clear, really helping me understand the concept.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Firework Crafting Chamber (Version B)

Client 2:

The abacus mechanism looks difficult to understand. As you said, this may not be needed. The round look is nice, but harder to build.

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Reviewer 3:

This is very similar to version A. I like the use of an abacus as it fits with the Ancient China theme. But, how does the electromagnet reset work for the abacus?

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Reviewer 4:

I like the abacus idea! Especially since it relates to the theme really nicely. I think it would be a good challenge for people. I think having the different colored abacus pieces on different sides is better so that it can incorporate more players. Since your Version A only had them on one side, so theoretically one person could do it all. So for that, it has potential. Regarding feasibility, it might be hard to do a cylindrical housing, and glass cover, maybe stick to rectangles.

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Reviewer 5:

I like that you're experimenting with the with the cylindrical shape for the box. I actually personally think that the abacus would work better with the box-like chamber while the dials would work better on the cylindrical chamber, just for consistency's sake. Another way you could reset the abacus would be to just slightly alter the intensity of light necessary to win the chamber from game to game (it could just flip from light orange (more yellow, let's say 70/30) to dark orange every game. I think the abacus is an interesting addition, but I would definitely look into how the dials go first, since they might actually turn out to be more difficult (depending on how precisely you're measuring the position.). Overall, awesome job!

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Potential, feasibility, user experience and human factors shown in the concept sketch, Target Firework Identification Box

Client 1:

Same question as above - how will people see the target color if the chamber fills with smoke? Otherwise I like it though.

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Client 2:

These boxes will have to be visually matchable to the user lights, and therefore will probably need to be lit the same way. They also may need to be very close to the target lights to allow the group to do a side-by-side comparison as them make edits.

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Reviewer 3:

Now I understand how the players will know which color to make in which box. But putting the identification box inside the crafting chamber is a big hint of what to do. It would be interesting to try to find a way to make it more challenging. Maybe don't have the Li, Cu, Na colors on the box as well so that players have to connect the triangle with the boxes.

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Reviewer 4:

It looks like this box would have to be physically removed from the chamber? This might interfere with the repeat playability aspect. Are the proportions of the colors on the triangle related to how much of a certain color is needed? Seems fairly simple the implement, so would be feasible. There doesn't seem to be any human factors from the players side, more from a resetting side.

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Reviewer 5:

This is a solid concept, just make sure the target box is visible among all of the smoke inside. It might be more useful to have some sort of LED strip running around the top of the glass casing to tell the player which color they are trying to achieve, so that the color is not distorted by the smoke.It's worth playing around with before changing the design, though, because this might work just fine!

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

Client 1:

As I talked about on the storyboard review, I think you should change or get rid of the element names. Remember that the theme is ANCIENT China. Otherwise good though.

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Client 2:

This could look neat glowing alone in the room.

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Reviewer 3:

I really like the tricolor triangle and the idea behind it of using the elements to make the fireworks. My only suggestion would be that to get more people in larger groups to be involved you could have more elements and colors. Then depending on how many people enter a room only certain elements and boxes would light up.

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Reviewer 4:

Does it have to be a triangle? Could it be a circle as well? This gag has potential, especially if lit since it is a crucial piece to solving the puzzle. This gag seems feasible since you would need LEDs to mimic the appropriate colors. For human factors and user experience, the players are simply viewing it, and not touching or manipulating it. So in that sense, it should be robust since we don't expect people to mess with it.

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Reviewer 5:

I like that you chose this to be a triangle, I can't exactly pinpoint why, but it just feels like a good shape choice for a guiding figure. However, I think that coloring it with neon paint might not be necessary, especially for the sake of color consistency with the rest of the game. It might be more useful and effective to have the triangle lit up with the same LED's as the rest of the game, but set on pure red, yellow, and blue. This way, the player has a gauge for the base color and the target color and can start mixing them to find the middle ground they're supposed to.

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

Client 1:

Your sketches and website were clear and easy to navigate, thank you!

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Client 2:

This idea is described well and the website looks polished. Nice work.

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Reviewer 3:

Great sketching technique. The shading and two point perspective were great. Also the storyboard looked very clean and clear.

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Reviewer 4:

Yes, the vanishing points were clearly shown. The colors really brought the game to life, especially since they are essential to the game. Shading was done alright, could have used more contrast for the light versus shadow surfaces. The website looks really nice! I like the dragon and temple icons, very thematically relevant, and good job giving credit.

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Reviewer 5:

The sketches were clean, easy to understand, and very well done. The clear, concise labeling helped communicate the functions of each concept's features. Overall, very well done.

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