
Our intention as one of the visual design group was to create the feeling of a world trap into the old and the new, a futuristic mechanical world in which every object will have a double functionality and a life of their own. Walking teacups, self-operating closet and an interactive monster catalog are some of the examples. We wanted from the beginning to present a fantastical world, this idea was the editorial voice along our design decisions. Another important element was to offer a real-time customization of the space; the bedroom should be a true representation of how the user envisions the space. Changing the color of the different objects in the room, adding his own picture to the picture frame on the desk and building a personalize and unique collection of monster suits are some example of how the user engage with the game and feels that he is part of the creation of the narrative.



There are three central objects of interaction in the room. The bulletin board in which the user will find a “snap-shot” of every single monsters suit he build, including a small description, time and date of creation, and name of the suit. He will also be able to visualize through a map places we already visit and places and quest he want to pursuit.


The desk is the central interactive design space; here the “magic” monster suit catalog is located. This construction interface will allow to customize the suits by dragging and dropping from a menu of preset parts. Every part can be change in color, size and position. At the beginning the user will have the opportunity to chose from a pre-made selection of four suits, and latter will have the possibility to alter them in a more unique way. One example of the choices that the player will have when deciding how to build the suits are”
Eyes:
Normal Eyes: These are regular looking eyes that most of the suits come with.If a specific shape isn’t specified, players have the option of choosing either round or oval shapes. These eyes come in red, orange, yellow, green, blue, violet, brown and black, unless otherwise specified.
Nocturnal Eyes: For some monster suits, players have the option of selecting Nocturnal Eyes, which only come in a yellow color, but are valuable for finding items at night time or in darkened areas.
The Sightless Eye: The Sightless Eye is an upgrade that can exist only ifcomputer-controlled ghosts exist within the game (and it is my hope that that they will). The Sightless Eye is completely white and resides in the player’s forehead. With it, the player can see and communicate with ghosts that are sure to be littering the land. Valuable information can be gleaned from ghosts.




The last object is the bead. The bead is a transportation and storage device. Once your monster suit order is made from the catalog the bead will display under it the collection of suits. It will rise up in two legs. What a more perfect place to “hide” your collection. As the suit is created, a description card is automatically produce, including the snap-shot of the suit and all the information to be post on the bulletin board, so that it could be easy access and is also a way to keep track of all the creations, you never know when you will need one.


The bedroom is definitely the players’ first interaction with the game. Is the entrance to this magical world. Our goal was to make it engaging and interactive as possible. As soon as the player entrance he will taste what the world is about, what kind of adventures will be awaiting him, and how far he is part of the game, what kind of choices he can make to create it his own.
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