Objective
This a 2-week team rapid prototyping project from the Building Virtual World class at CMU. The objective is to create a world without explicit instruction and make naive users feel lots of freedom. The only input for the game should be camera and/or microphone. In this 5 person team, I mainly worked as a 2D artist & interaction designer but also worked on 3D modeling and environment set-up.
Collaborated with Mincan, Yuanqin, Lauren and Tianyi|2 weeks
Inspiration
Paper crane originates from Japan and it symbolizes luck and fortune. According to the legend, if one folds 1,000 paper cranes and places them in jars, his/her wish will come true. However, from the perspective of a paper crane, no one wants to be trapped in a jar forever. Therefore, we come up with this story: as a magical paper crane, you need to save your fellows trapped in jars around the house.
2D Graphics
In order to tell the background story clearly and also help guest get immersed into the game, I created a series of 2D paintings for the introduction, singing section and the ending. Based on the research above, I adopted many Japanese elements into the games including the color, line-drawing and furniture style to make the game more stylized.
Interaction Design
To make sure guests know what they are doing, I apply many indirect controls in this game. Since the whole setting is at night, lighting becomes an important indicator of location. Each jar is glowing yellow light with some music notes coming out. And on top of each jar, a traditional ceiling light emits blue light. At the end of the game, there is a moon outside, encouraging guests to fly out of the window.
When guests come close to a jar, a 2D cut scene will pop up to indicate a state change. The vocal sound playing at the background along with the microphone icon on the screen prompts the guests to open their mouths and sing along with the note. The time bar on the left indicates the time remaining for this singing stage. Even if guests fail to sing the note, they can still proceed to save the next paper crane.
Playtesting
One of the most important aspects is the singing part. Since it's the most challenging part, we came up with 2 plans. Plan A is that guests will be slowed down when they are close the jar while plan B is that guest will enter a 2D cut-scene to sing. The hypothesis is that 2D cut-scene will provide a better indication of a state change but it may also reduce the feeling of freedom. We then conducted 10 A/B testings on Zoom. Half of the guests will play version A while the other half will play version B. After the playtesting, guests will fill out a survey asking their feelings on the game.
It turns out that guests in version B (with 2D cut-scene) have a higher rate of singing. And the rating of freedom is almost the same as version A. Thus we proceed with 2D cut-scene design.
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Scrapbook
A VR Experience about dream and life
Introduction
This is another 2 week project from Building Virtual World. It is a VR experience about flipping through scrapbook and revisiting his life and dream. I am responsible for the 2D illustration and interaction design.
Collaborated with Josh, Ryan, Yuji and Eric|2 weeks
Player Journey Map
2D Graphics

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