Posted April 11, 2025 by dd_group_5
Workspace
We’ve focused our time on specifying our game concept - specifically, the storytelling and the aesthetics of the game.
Storytelling
Our main persona is an archivist who is writing a paper on Ida Hammershøi. While the player does some research on Ida, the player discovers a book about Ida’s life after Vilhelm’s death - but it has some missing pages. Upon this discovery, a painting of Vilhelm’s painting becomes a portal to another world (i.e. Vilhelm’s and Ida’s apartment in Copenhagen year 1916) where the player must find the missing clues about Ida’s life.
Citizen Experience Mapping
We imagine that the player is +12 as the game will have some scary elements - but subtle, not explicitly.
We want the citizen player to ...
Storyboard
Before crafting each scene, we want to create a storyboard. We quickly discovered that a traditional storyboard with rectangles in chronological order doesn’t fit the VR-format very well. Instead, we have decided to draw a blueprint of each room (scene), thereby mapping out the 3D space.
From this blueprint we can draw arrows from the specific interactive objects in the scene to more detailed sketches and user flows.
Blender workshop
In this phase we’ve been heavily focused on the technical aspects needed to create a game in VR since this requires a lot of time and effort - hence us having two crafter roles. We’ve been setting up a Unity and Blender workflow through Plastic SCM to keep track of our changes, scripts and assets. We also had a 4–5-hour Blender workshop to hone our 3D modelling skills, so that we can create a design system / agree on the workflow and the specifics of our 3D assets and synthesize our assets into a coherent game. We are considering an extended Blender workshop - focusing on materials and textures to further compile a collective design system.
Mockup
We have created a high-fidelity prototype in Unity that exhibits the general look and feel of the f irst scene of the game i.e. the office. We mainly focused on the light and sound to create a mysterious atmosphere in the office.
Playtest feedback
Interactions
Tutorial/Instructions
Genre
Progress
Our reflections on the feedback
Most of our feedback were things we had already considered/talked about, i.e. Haptic feedback, feedforward in terms of text/instructions, using the study/office as a tutorial space. We like the idea of having a sort of cognitive connection between the tutorial room and the other room and similar puzzles being played out between the two. In terms of gameplay and feedback, we’ve already discussed interactive items having a highlight when you hover on said item. We’ve already discussed feedforward or instructions through text, and how to best do it so that it’s not a text heavy game – we’ve considered narration and then using text as more of a supplementary element. We’ll definitely work with creating something that can stand alone and then build upon it and add elements later. Another thing we’ll consider is how to play with the lightning and effects, in order to determine the vibe and genre of the game and decide how much we want to lean into the horror genre and how that will affect our portrayal of Ida’s life.