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Steve Sullivan
UNC
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 viewing enemy shipsplot course through spacecharge and distribute shieldsPresentation
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Reviewer 1:
Reviewer 2:
Reviewer 3:
Client 4:
Reviewer 5:
Client 6:
1-marginal     2-ok    3-good     4-very good    5-outstanding

viewing enemy ships concept sketch comments

Reviewer 1:

The idea itself seems like it could be implemented fairly well.

The sketch itself contained some ambiguity as to what exactly would be the focus of it but overall seems like it could be pretty sweet.

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Reviewer 2:

A noval idea of using magnifying lenses instead of screen to show the enemy, but how much difference will that make. Because basically, the customer still see the image of the object, not the real object.

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Reviewer 3:

The concept is interesting, and could really add to the

attack-experience . However,

I m not sure if cables are the best solution. They might be fairly invisible if the enemy ships were viewed from a perfect side view, otherwise they might show depending on the color of the actual ship, (at least if the cables are running right through the ship as the sketch indicates).

I really like the idea of using a magnifying lens; it would safe a lot of space.

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Client 4:

This could be a very cool effect, the question I have is will it be convincing?

Will it look real?

If this works, it could be great.

If it looks fake, then it could be a dud.

This will take lots of mock ups and iterations to see what looks best.

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Reviewer 5:

I like the idea of physical models rather than digital display of the enemy ship. Cool effect for both children and adults. Very feasible.

How do you imagine visualizing the effect of it being blown up? How do you reset the effect?

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Client 6:

A very neat idea -- I love the idea of getting away from screens and going physical with it.

This gag would require great skill in prop building and actuation to "sell" it, to make it look real.

But I think it's a cool concept.

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plot course through space concept sketch comments

Reviewer 1:

Seems like idea has a lot of potential and could really stick out with some mild refinement

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Reviewer 2:

Interesting and interactive game design. What if we have larger group size. How can we modify the game to accomodate more people.

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Reviewer 3:

The idea of plotting a course is really great. I really like that there are multiple controls, it would involve more people. I think it s highly doable.

What would happen if the group would fail to create a clean course? Maybe you can have a computer helping them out, to make sure every group can accomplish the gag.

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Client 4:

This game was a little unclear to me.

One of my concerns is that this seems to be a one or two player game only.

Is there a way to expand your idea to get more hands involved?

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Reviewer 5:

I like the concept of setting the course. I imagine you had the idea of different screens for additional dimensions to accommodate larger groups, but it may be confusing to synthesize all dimensions quickly for users. What kind of visual output would they get? Would this game be as challenging for adults than for children?

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Client 6:

A classic navigation game, set in outer space -- I think this has a lot of potential.

Though it happens mainly on screen, I love the simplicity of your interface -- a spinner and slider for each motion.

I think this could have some real possibilities.

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charge and distribute shields concept sketch comments

Reviewer 1:

This is potentially the best idea, good work

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Reviewer 2:

The theme of the game set the user in the space environment. The game is fun and worth playing. Some instructions may be given to the users, because it seems that the user cannot get how to play it by looking at the game panel. I really like the energy transfer part of the game design.

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Reviewer 3:

Sounds like a fun and exiting game. I like the fact that the visitors have to give input in multiple ways, a button and a spin ball.

Would it work for a group smaller than four people?

Maybe there is a more suitable layout for the

game board . I guess it works as it is now but I just feel like the user stands on the attacking side of the shield.

Maybe the controls and shield indicators can be placed on a panel sweeping along a wall of a room. In this case, the system for sending energy between shields has to be updated, but it might be worth it.

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Client 4:

I "think" I understand the game that you are describing.

Is this a reflex/timing based game?

I'm a little unclear on what you are trying to convey.

On a more positive note, it appears that there are 4 stations which is nice because the whole group and crowd around and lots of people can play.

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Reviewer 5:

Visually cool concept, though as is, this game may be hard to understand without instructions. Your use of colors are intuitive and good, but I think it can be made more intuitive if you incorporated the blue shields and red (attack) on the representation of your ship. I think a 3D model rather than a picture could be really cool and helps to make the experience more than what you can get out of at an arcade. I do like your idea of making an arcade-like console though - it's reminiscing for adults and probably new for children these days...

The interactivity with different sides of the table and the visual effect of moving lights are exciting.

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Client 6:

Sounds like a neat video game, reminiscent of some cool video games of old.

I particularly like the cooperative aspect, where the mission requires the team to coordinate and work together to find success.

Combining physical inputs, like trackballs, etc with moving lights and/or a screen in the center could make a sweet game.

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Overall concept sketch clarity and presentation

Reviewer 1:

Drawing was good and communicated idea

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Reviewer 2:

Nicely drawn sketches. Enough short explanations along with the sketches make readers understand the design well.

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Reviewer 3:

Overall clean sketches. But it seems like more effort has been but into the sketches for concept 1 and 2.

However, I like the consistency of having one larger perspective sketch in combination with some smaller explanatory 2D sketches. The small simple sketches of your third concept tell a lot more that then big perspective sketch I think.

The website works great, it s just slightly bothering that upper sketch in the third concept got cut of. The presented concepts make a lot of sense with regards to the team storyboard.

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Client 4:

These games and effects look like they could be a lot of fun.

I had some difficulty understanding the details of the games, but I can see the potential for great interactives is there.

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Reviewer 5:

Great drawings, Steve! Your use of shading and market techniques are great, especially showing the reflectivity of the enemy ship in your first concept sketch. you have just enough text to support your idea.

I also liked that you have an overall drawing and close-ups of user interaction. I was able to understand your vision very clearly and quickly.

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Client 6:

Nice sketches, good use of color where is emphasizes key elements.

I like the smaller detail drawings that help explain the intent of the main drawing.

Well done.

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