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User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for Haluk Akay

Haluk Akay
moss piglets
[review]

 Training Survive in the Jungle Battle storyboard design/website Battle Royale
Average Rating
 
Client 1:
Client 2:
Reviewer 3:
Reviewer 4:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Innovativeness and potential of Training storyboard

Client 1:

I'm afraid that this concept isn't practical. It's unclear what the game goals and rules are, and we can't encourage guests to try and hurt each other...

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Client 2:

Is this safe? What is the goal? How do you win? How do you lose?

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Reviewer 3:

The training game looks like players enter a room with a number of weapons, select their favorite, and then climb rope to ring a bell.

Although this seems like a lot of fun, I am concerned as to the safety of the room. Someone will get shot if people are left alone with a bow/arrow. I think a lot of engineering will have to be done to ensure the weapons are safe and durable.

Based on the storyboard, it is a little unclear what the players have to do and what the pass/fail conditions are.

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Reviewer 4:

A training environment is a great idea, especially when the items are used in a later room like in "Survive in the Jungle". The objective to pass the room is a little vague. Will there be some sort of training objective the users need to complete? Hit 5 bulls eye in a row, climb the rope 3 times, etc. In its current state, the story board suggests players enjoying themselves rather than honing skills. It's a great concept to bring forward. Consider making it a training space at the headquarters for the overall open world scenario, tying together multiple rooms and worlds.

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Innovativeness and potential of Survive in the Jungle storyboard

Client 1:

How does this concept relate to the Battle Royale theme? I'm actually not quite clear on what the game is. Some text would be helpful in explaining what these monsters are doing!

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Client 2:

Is this safe? How do you retrieve your weapons after you fire them? What prevents you from just using your hand to trigger the target?

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Reviewer 3:

I really like the art for this room. I think the concept can be really fun. It looks like the players have to use the weapons from the Training room to hit a Cerberus.

I would like to see more details on how the players can't cheat, ie, walk up and poke the sensors. What are the fail criteria?

Unfortunately, since the Open World concept is non-sequential, items from the Training room can't be used.

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Reviewer 4:

Tying "Survive the Jungle" into "Training" is a fruitful concept. The potential for repeat play is limitless, allowing players upgrade different skills/weapons to beat the room faster. The mechanics behind how the battle work are unclear besides the targets on the monster. Will the room incorporate other skills like the rope climb from "Training" or will it primarily be a boss battle/hit the targets? What feedback mechanisms will the players have?

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Innovativeness and potential of Battle storyboard

Client 1:

Is this a staffed room? Open World rooms need to be independent and unstaffed. I don't think this concept is practical.

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Client 2:

There are some technological challenges presented that are unclear. What technology is being used for this concept? Very confused.

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Reviewer 3:

I think this is a really innovative idea and can have some really cool play. Based on the storyboards, it looks like two teams must enter the room at the same time in order to play. What about potentially having one team split up?

How will points be scored and tracked? Is it undesirable if the teams cooperate to score maximum points? How will you handle an uneven team split?

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Reviewer 4:

Excellent execution of a player vs. player room. The idea of pitting two teams against one another in direct competition is appealing for the variety of game play that can result. The storyboard depicts physical challenges between the players, did you consider incorporating other types of challenges like dexterity? This could allow rapid cycling through multiple challenges in different sequences, forcing teams to scramble to distribute resources. This innovative room has the potential to be fun and exciting.

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Storyboard design and website presentation and execution

Client 1:

I'm sorry to say that I was very unclear on the three game concepts. I think some text would go a long way in explaining what the games are supposed to be, how visitors succeed/fail, and what the environment is like. These are very detailed drawings in comparison to what many of your peers have provided, but I wish that they were annotated, and that there were more story cards per game.

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Client 2:

These were some of the best drawn pictures, yet the concepts were unfortunately unclear.

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Reviewer 3:

The art is really good and it makes the environment look immersive and fun.I t

I think there was a little confusion on the assignment and how many boards could be used for each concept. I think it would have been clearer with more pictures and descriptions for what's happening on each picture.

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Reviewer 4:

The story board design was logical and conveyed the feel of each room well. The actions of room 1 are clear though the criteria for gauging success is unclear. Room 2 was similarly vague on how the player actions might unfold.

The presentation of the website is simple and easy to follow. However, the story board frames would benefit from brief descriptions to avoid ambiguity and add context.Overall, the page was well organized and had a logical flow both within and between the story boards.

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Room theme, Battle Royale: engaging and interesting? identifiable with target users?

Client 1:

I don't think this is a viable concept. We can't encourage violence among visitors!

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Client 2:

Safety is a priority.

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Reviewer 3:

I think that the games look fun but are outside of the brief for Open World (namely, unsupervised access to weapons, carrying things between rooms, requiring two teams in a room at a time).

I am interested to see how the concepts evolve to fit into Open World.

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Reviewer 4:

All of the story boards have great potential. The Battle Royale theme is misleading for this series of rooms though without a unifying story arc. Battle Royale is an experience relateable to the Hunger Games movies. However, only room 3 (Battle) seems to fit in a Battle Royale theme. Room 3 offers an engaging experience where teams can face off against one another. In the context of room 2, room 1 feels like training for a jungle adventure. Room 1 offers an interesting experience where players can repeatedly upgrade their skills for rooms throughout play. Overall, the three rooms present engaging and interesting play experiences.

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