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Home > Assignments > Concept sketch results > Reviews for Tiankai Chen

Tiankai Chen
team puzzled
[review]

StoryboardConcept Sketches
 The Dragon Pearl The Dragon The Pillar and Pearl The Sealing Circle and Element Design Presentation
Average Rating
 
Client 1:
Client 2:
Reviewer 3:
Reviewer 4:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Storyboard The Dragon Pearl: innovativeness and potential

Client 1:

There's a lot that players have to figure out here:

1. They should put the pearls back on the matching element pillars.

2. They should put the pearls back on the OPPOSING element pillars.

3. When the dragon's eyes open, they have to stop moving.

I know there are verbal cues for the last two things, but you would be surprised what people fail to understand. Basically, right now, the game has a lot of different elements. I think it would benefit you to simplify - find the core of what is fun about the game, and keep that.

Also, how does the dragon switch the pearls when he sees the players move?

I do like the different success/failure states of the room.

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Client 2:

This room has the potential to look really impressive with the lighting effects described.

The game sounds fun, but re-positioning of the pearls to start the experience may cause more group confusion than it adds to the gameplay.

Avoiding movement during "dragon attacks" may be difficult to communicate to guests, even with the glowing eyes and vocal clues.

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Reviewer 3:

It's a good idea but the puzzle seems a bit simplistic, especially once the voice tells the people what to do and the mural shows up. I'm not sure I really understand the concept of a sealing circle but that might just be me.

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Reviewer 4:

This seems like a really fun game while also incorporating Chinese mythology. My one concern would be with the pearls and having to move them among the pillars. As objects that the players would have to pick up and move, I can see how the pearls could end up on the floor off of the pillars, which would make it difficult to reset for the next team.

Maybe instead of the pearls being movable, they could be fixed to the pillars. The players would "choose" using some sort of selection interface on the pillar which color the pearl lights up to match the game play.

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

Client 1:

I really like that the dragon starts lighting up from the bottom as time goes by, because it visualizes the process of the dragon gradually breaking free. I also like that you've used light and sound effects to warn the players when the dragon is about to open its eyes, and to emphasize when the eyes are open.

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Client 2:

A impressive looking dragon statue with interior lighting may be far outside of the scope of a room like this. It would look impressive, but may be much easier as a backlit mural on the wall.

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Reviewer 3:

I really like the slowly lighting up tail and the visual indication that time is running out.

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Reviewer 4:

I like using the dragon as a visual timer for the players. It's both practical and a meaningful way of "awakening" the dragon. I also like the incorporation of sound effects with the visual indicators to make the room more interesting.

It would be really cool if the dragon also started moving somehow. You could put a mechanism in the neck so that when it starts to awaken and time runs out, the head could lift and roar.

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Potential, feasibility, user experience and human factors shown in the concept sketch, The Pillar and Pearl

Client 1:

Why do you need a screen on the pillars? Are the pillars going to change what elements they represent? If not, why not just paint the element on?

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Client 2:

This looks like it will work well and have good visual interest. Great job identifying that we need to check for all 4 pearls before we open the door.

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Reviewer 3:

The doors remaining locked until the pearls are in place is a good idea, as is using the LED to display different colors eliminating the need for reset.

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Reviewer 4:

I see now how you're getting around the pearl placement problem. I'm not sure if you can make the doors not unlock until all the pearls are in place. What if the pearls are in place, one player opens the door, and then another player takes a pearl or knocks one off? It would also be confusing for players who have lost the game and are trying to get out of the room, but don't have the pearls back in place. How would they know that they should replace the pearls on the pillars?

How about having the pearls and pillars behind a screen or glass and making the players maneuver them from the other side? That way you don't have to worry about resetting anything.

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Potential, feasibility, user experience and human factors shown in the concept sketch, The Sealing Circle and Element Design

Client 1:

I like this a lot, it really takes advantage of the Ancient China theme.

But I still don't understand what you're using the screens for.

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Client 2:

This lighting effect would look great, but may be fairly elaborate to implement, especially with so much lighting at floor level or below. Perhaps a projector can be used to cut down on this. Admittedly, it wouldn't look anywhere near as impressive.

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Reviewer 3:

I'm not clear on when the different colors or pulses show and what they signify, so it's not totally clear to me how the game works. The design is nice though and I think it will be immersive for players.

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Reviewer 4:

I like the sealing circle design. Looks like it would be really fun to walk over and look at with the embedded LEDs. I think it makes a great way to add variety to the game.

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

Client 1:

Your sketches were clear and I appreciated that the explanation text was typed instead of handwritten, so it was easier to read. However, I would've appreciated if I could access the concept sketches from the storyboard page, instead of having to go back to the [url] page.

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Client 2:

These ideas were communicated clearly.

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Reviewer 3:

Please, no more Comic Sans! I could tell where to click to get into the storyboard and sketches, but that may be less clear to some other people. Using words in addition to pictures on the main pages would help.

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Reviewer 4:

Great sketches with detail--I like the dragon and pillar drawings. The storyboard and concept sketches were well laid-out with nice intro pictures and backgrounds.

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