Introduction: Developed on the CAVE with Makey Makey, NoseDive had guests play in the CAVE environment using airplane controls we constructed using Makey Makey.
Story: Our game had our guests take the role of make shift pilots thrust into having to fly a plane to safety through a terrible storm when the captain has become incapacitated.
- Adapting to the CAVE environment.
- Creating an authentic flight simulator experience with an easily understand story.
Design Goal: To create an authentic story of saving the day through the game we created.
My Contributions: For NoseDive I was producer, designer and programmer. Being producer involved scheduling and coordination of our teams artist, programmer and sound designer. In addition I assisted my fellow programmer with environment and Unity prop setup.
In regards to game design, given this was story round I found it essential to spend time considering our games story structure. Using Kurt Vonnegut’s concepts of the shapes of stories I went about crafting a series of events to map onto one of the story curves.
Following this story structure I created two sheets.
- The first had general story events including a proposed failed state.
- The second furthered developed successful story events with art, program and audio to support that story event.
These events mapped onto the Man in Hole story curve.
I then worked with our projects artist who created the following storyboards to match the series of events. We then used this storyboard to help us create our story game experience.