Interactive Narrative: The Final Evaluation

For this assignment I chose ‘Wix’ to host my videos.

The initial plan was to use YouTube but when I was uploading it, I realized that Annotations is not longer a thing, meaning I can’t properly time when the options would appear or customize the design to fit the game.

Wix on the other hand, also does not allow me to annotate videos but It can provide me an alternative solution where I could put buttons below the video. It’ll make more sense when you play it :’)

Slides and instructions (just in case) are also available in the website.

Click here to start game.
Click here for slides.

 

Alternatively, access the slides via Google Drive.

P.s. Since deadline is pushed to Sunday 2359, I will still be tweaking the videos here and there. Do provide suggestion/advice and let me know if there’s any errors that occur in the website. Thank you!!

 

2 thoughts on “Interactive Narrative: The Final Evaluation”

  1. I think I missed your submission as it did not show up on my OSS feed, strangely.

    But good work in completing the project on time.

    For the intro, I would probably work on char development more – eg. showing how nervous he was, or how confident he was before he plays the simulation. This can be done while he is waiting for his turn. When someone fails, he has to respond to it, not knowing what will happen to him too. He can be worried or be corky about other failures.

    Nice work in finding out using WIX to host your project. I would consider using your method for future projects. Thanks for that.

    In the opening scene, the establishing shot of the building could be linked to the second shot of the queue. One way is to vertically pan down to the ground that shows the queue at the plaza, maybe a large banner indicating the event, posters of recruitments and so forth. The second panel (shot) is cutting the composition in 2 symmetrical halves, in terms if aesthetics not so desirable and it also cancels the depth. I like the panning shot of the people in the queue, if animated it will be an interesting spectacle. However the relationship of the queue with the testing area is not clear. You can cut to a wide shot after showing the char in the front – that will also indicate his nervousness at that moment.

    To accentuate what the char is nervous about you can have a quick montage of stuff that focus on the test robot, the seat the person in the chair, and then back to his nervous pair of eyes, you can even show him takes a gulp with a closeup of his throat etc.

    You might want to have a style distinction between the failed candidate with the protagonist – for visual clarity.

    In the game environment and the high angle shot of the game characters, avoid placing them too close to the edge of the frame – make use of the rule of thirds for placement – the isometric perspective flattens the depth too unless this is what you intended to have.

    Actions like throwing things should be done in wide long shot. This applies to the scene when char tries to distract the robot. You can even use a OTS to change up the angle in this case.

    The diffusing scene is the climax, but the flat angles do not contribute to the drama and tension.

    Timing for the UI to appear can be faster a little in the beginning.

    I like the sound – it makes the whole video a lot more engaging and adds drama. Good initiative to use a voice talent, the animatic looks and sound more complete with it.

    That’s all. I do have more but it will be good for now.

    Nice work. I enjoyed it.

    Don Low

     

  2. Wa, I don’t think I can finish all this in time for tomorrow’s final submission ;-;
    But I’ll take note for future projects! Thanks prof!!

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