Storyboard Virus Attack: innovativeness and potential
Client 1:
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This concept is very similar to many classic video games (missile command, falling rain, etc.). Taking a classic game and bringing to life is often something 5 Wits tries to do. This concept might have too large of a scope for this project, but is not impossible.
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Client 2:
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I really like this idea. I hope it's the one your team ends up prototyping, because I really want to play it! This has a nice tower-defense feel to it that I think will be easily accessible to players. The dexterity piece is a fun addition that's specifically not like a video game, which makes it a good Open World element. Interesting idea to have different types of buttons, some that stop the virus and some that force it backwards. I think that's worth playtesting to see if the complexity adds enough to the game to warrant the extra cost (in terms of dollars and brainpower). Another thing to play with is how many "lives" you give players. When we tested Aztec, the original structure was that players were allowed to play all rounds, even if they failed repeatedly. What we settled on was a "do or die" structure where you are allowed to play only until you fail. That increases throughput.
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Reviewer 3:
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I love the idea of the game - it seems like a game that I'd want to play at Open World! I like that it's not a traditional escape room game, and that it reminds me of the Twister game (but with a dynamic twist to it). I also like that there's a subtle 'mental' puzzle. I am a little concerned about how long it would take the players to understand the game though - it may take some teams a while to realize what they should be doing, and it would suck if by the time they figure that out they've already most of their lives. Another thing that still needs to be explained is how the teams are going to 'win' the game - is it by the amount of lives they have left at the end of the game, or is it by how long they last in the room before they run out of lives?
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Reviewer 4:
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The idea is quite innovative in terms of the topic of virus attack. It quite tests players' responsiveness and coordination through organic combinations of the puzzle. Also, what is the voltage of the circuit?Is it electrically safe?
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Potential, feasibility, user experience and human factors shown in the concept sketch, The Core
Client 1:
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The overall physical design of the core looks great. The human interface of having 10 lives is very difficult to communicate with all that is going on in the room. You may want to find a different way to display this information.
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Client 2:
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10 lives is a lot! Figure a minimum 30 seconds per round, with a 5-10 second reset period between each, and you're above 5 minutes for a full game, not including entry, exit, and feedback times. I think you could pare that down quite a bit. I would limit the players to 3 failures (or maybe even 1, as mentioned above) and have a maximum of 5-7 rounds. That number will depend on how you design the lights, which you'll figure out through playtesting. If you simplify the gameplay like that, that also simplifies your core model. You could get away with just 3 rings of LEDs, possibly with just one color. If you gave the dome some sort of "ambient" blue light and made it far weaker than the LEDs (via proximity or intensity or both) you might be able to just turn the rings on/off to indicate a level failure without worrying about transition states. How are you thinking about making this durable? People will climb all over the dome, so consider what scuff marks will do to your diffuse cover, and make sure that it is rugged enough to stand up to (potentially many) people standing on it. Also consider how it might come out of the floor for maintenance!
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Reviewer 3:
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I like the idea of the virus LEDs lighting up the core and enlarging the affected area - it's easy to understand, and does not seem to difficult to implement. Instead of using sequential LED rings, you may consider a projector inside the core that projects different visual effects (ex. video of virus attacking some system or something) onto the dome as more areas are affected, which would provide the game with more background story.
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Reviewer 4:
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The design is cool, while the control of LED strips (changing color, etc.) could be type of complicated.
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Potential, feasibility, user experience and human factors shown in the concept sketch, Pressure Pad 1
Client 1:
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Is this a product that you can buy or is this a custom build? Purchased parts will hold up better over time and are typically cheaper!
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Client 2:
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Really nice drawings for this and your other pressure pad. I wonder whether you really need the haptic feedback - won't the LEDs give you that same feedback? I'm all for redundant feedback, but I don't think it's necessary here. You'll know whether you pressed the button by the lights on the housing and by whether the virus keeps on going through that contact point.
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Reviewer 3:
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I like the design of the pressure pad - it fits the cyberspace theme really well. I also like that the pads show multiple colors and that there'd be haptic feedback. One suggestion would be including sound effects whenever the pad's pressed, which may result in an even more immersive user experience.
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Reviewer 4:
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The design is great but not sure how the light makes judgement which color it should show.
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Potential, feasibility, user experience and human factors shown in the concept sketch, Pressure Pad 2
Client 1:
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If this game could be played without using the floor, that would cut down significantly on the budget. Although it is fun for players to step on buttons, durability could be a challenge. Wires in the floor can be challenging.
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Client 2:
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Love the exploded drawing here, very nice! Can you get a capacitance sensor that triggers if you press it with your foot (in shoes)? I ask that without knowing the answer, so if such a thing exists, then great! I'm not really qualified to comment on the mechanical pros and cons of each of these (I'm much more on the software side of things), so I'll just say that I like this pressure pad more than your first option for the aesthetics. I like the low profile and large lit area.
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Reviewer 3:
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The pressure pad seems well-designed (flushed mounts prevent people from tripping over) and shouldn't be too difficult to install. However, it seems like the only change in the pad when pressed is the color change - so again, it may be good to include some sound effects?
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Reviewer 4:
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The design is more delicate than the Pad 1, same question about the algorithms of the light.
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Sketching technique, clarity of storyboard and concept sketches, and their web presentation
Client 2:
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Really, really nice, Vadim. Your concept sketches in particular show that you've thought through the assembly and you've presented your thoughts very clearly. I like that your storyboard shows how immersive this room will be. I really want to see this built!
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Reviewer 3:
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The storyboard is easy to understand, and the sketches are nicely done (especially the two pressure pads with the shadowing). The website is also simple and clear, though I wish there's a button that would let me go between the storyboard and concept sketches page.
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Reviewer 4:
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Websites are clear and detailed. It includes details how the idea was inspired and developed. Drawings are great. Some pencil remainings exist, though.
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