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Concept Sketch Reviews
Home > Assignments > Concept sketch results > Reviews for Vance Soares

Vance Soares
tinkerdoodles
[review]

StoryboardConcept Sketches
 Ancient Egypt Balance the Scale Build a Pyramid Hieroglyphic Tiles Presentation
Average Rating
 
Client 1:
Client 2:
Reviewer 3:
Reviewer 4:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Storyboard Ancient Egypt: innovativeness and potential

Client 1:

Unfortunately, even though you did extra work and made 3 storyboards instead of 1, I can't actually review all of them in detail (I've had to review a ton of these already and I've got a deadline coming up). The scale one is interesting, but to the symbols correspond to the values of the weight at all? It would be frustrating if the symbols were random (because then why are they there in the first place), but if they weren't random, the values would not be able to change every time a new group comes in. Why would you want the values to change when a new group comes in anyway, though? The scale is already unbalanced, so the room has already 'reset' enough for the next group to do stuff.

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Client 2:

I like the first idea the most! I think the scale is a really fun way to give feedback to the group, and a way to make the "floor tile jump" game more interesting and fun. Putting wires and sensors in the floor is always a tricky thing, but if you can avoid too much of a technical risk there, the game play seems really fun.

The other 2 invlove moving small pieces around, which tends to be expensive to build, tricky to maintain, and often difficult to sense. They might be feasible, but I like #1 the best!

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Reviewer 3:

The storyboards were really well done, and each game smoothly incorporates the theme. I also appreciate that you detailed how each game would self-reset--a thoughtful addition that goes a long way in understanding the game!

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Reviewer 4:

Out of all three storyboards it seems the first one, "Balance Challenge" has the most potential in terms of practicality because the second two require the use of small objects that could cause issues with players misplacing or accidentally removing them from the room.

I really like the story with Anubie welcoming the players into the room and setting up their challenge. This is a really good way to engage the entire group from the start. The idea to be able to change the values of the different tiles is really great as it will attract regular players and still make the room exciting every time.

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

Client 1:

With the size of the tiles you showed (small), there are lots of sensors on the floor. The more sensors there are, the more likely something is going to break. Could you do it with fewer sensors and still make it fun?

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Client 2:

I like your general idea here. The sensors in the floor are the challenge I think. Is there a creative way to keep that from being difficult to wire/service/install?

Nice drawing.

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Reviewer 3:

This game could be a bit too complex for a lot of users, especially young ones, in such a small setting. The concept of balancing two objects is super interesting, but it might be easier to actually have the users balance physical objects on the scale--perhaps the room is strewn with artifacts, and there is only one combination that can actually balance the scales.

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Reviewer 4:

This idea definitely seems feasible and could easily be designed to really look like and ancient Egyptian museum or display case.

Im a little unclear on how the floor tiles communicate to the stepper motor on the scale and also the discrepancy between the tiles the players are standing on and the artifacts physically placed on the scales. Maybe on one side of the scale there is a box or something with a digital display indicating the hieroglyphs that the players are standing on at that time.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Build a Pyramid

Client 1:

This is sort of like a jigsaw puzzle, but it's pretty regular. Once you figure out how the triangles fit together on the first couple of levels, you already know what you're doing and just have to finish the puzzle. Is it still fun to finish once you know what you're doing? (Genuine question, not saying it's not, but it might not be.)

I looked back at the storyboard and saw you solve this problem by making some blocks have protrusions. You might end up with the opposite problem of it being too frustrating if there are a ton of blocks. Just something to test.

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Client 2:

Nice drawing. It looks like it might be hard to get the sensing to work, but I like the idea in general.

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Reviewer 3:

I really like this concept--the goal is straightforward, but the method to achieve it is difficult enough to make the game interesting. The full experience seems thoroughly thought out and, overall, I think this is a very strong concept!

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Reviewer 4:

How is the hourglass reset? Maybe it is also attached to a motor that turns it around when new players enter the room.

You've included a lot of really nice visual details and thought about ways to vary the difficulty level which is really good for a target audiences of various age groups. The self resetting of the pyramid will cause some of the pieces to fall behind the stand and I wonder if some will get lost or be hard to find.

Also, there is probably a way to design the pyramid pieces such that they only for together in one configuration so that laser sensors to detect the shape are unnecessary and you only need the weight sensors to detect completion.

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

Client 1:

I like the concept of passing tiles across areas of the room that you can't cross, but how do you get the players into the circles to begin with? Can you jump between circles (if they're close enough)? Otherwise, what if all the players end up in a single circle at the beginning of the game, and can't make it to the end?

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Client 2:

Good clear drawing. Might be a challenge to get people to do all the things required. It seems like this once could be confusing.

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Reviewer 3:

Providing a link between the storyboard and the concept sketch would be useful here, since you can't get a good feel on how the game should be played from just the concept sketch. That being said, I like this concept because it promoted team dynamics and is easy to reset. It fits the theme perfectly, and is again straightforward enough that the player knows what they are supposed to do , and accomplishing the task is the difficult part.

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Reviewer 4:

This concept seems very feasible to make and the RFID tags will make the tile recognition easy. I am still worried that having so many small individual pieces will cause issues if they get damaged or taken out of the room accidentally.

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

Client 1:

Would have preferred to be able to easily go from storyboards to concept sketches and vice versa, instead of returning to [url] every time. Otherwise, pretty clear!

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Client 2:

Great sketches and storyboard. Very clear. Nice Job!

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Reviewer 3:

The warm tones really helped get the theme across--would not have been nearly as effective without the proper coloring, so well done! Overall, the sketched were clean and easy to understand. I also appreciate the clear labeling, and the font that fit the theme was a nice touch.

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Reviewer 4:

Your sketches were very clear, clean and provided nice visual details to give a good sense of the "looks like" aspects of the concepts and room design. The notes were very helpful to describe technically your basic concepts on how the different designs would work.

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