Commute
An Interactive Horror Ride
WARNING: This game and its recordings feature flashing lights and loud sounds which may affect users with photosensitive epilepsy or other photo sensitivities.
Commute Overview:
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An interactive horror ride built using the Entertainment Technology Center's Cave hydraulic floor and surround projection screen system
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5-person development team (2 programmers, 2 artists, 1 sound designer)
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I personally focused on narrative design and project production/management
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Commute was ultimately selected for showcase at the ETC Fall Festival and received over 300 guests
Creative Goal:
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Tell an interactive horror story by simulating a subway using the CAVE's pneumatic platform. Live actors were also deployed to keep the entire experience cohesive and brisk.
Process over 2 weeks:
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Week 1: Display a Subway interior on CAVE screens and simulate a subway crash on the platform
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Week 2: Refine narrative arc between 3 train cars, implement monster, design puzzles, rehearse script
Process after acceptance to Festival
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Week 3: Playtest ways to make the experience work with less manpower and design a new, more dramatic ending
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Week 4: Rehearse new ending with all actors, create rotating actor schedule, and refine flashlight "feel" (make it easier to make monsters go away)
Design Tools used
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Frequent playtesting and iteration of intuitive player "actions"/"controls" in the CAVE
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Drafting of improvisational acting beats
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i.e. the Subway worker will always say "look at that smoke" to draw player attention to the monster
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Moving from working prototype to working prototype, pivoting as necessary (agile)
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Fine tuning flashlight/monster "feel"
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Players cannot lose the game, but they have to think they can
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Production Tools used
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Agile-based feature lists that are agreed upon by the team for the next build version
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Collective brainstorming to find an idea everyone could be excited by
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Letting teammates agree on deadlines and the order they want to perform tasks
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Consulting experts for help with pneumatic platform, trip hazards, warning signs
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resident electrical engineer David Purta and set designer Ruth Comley
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Facilitating communication between teammates of different disciplines, languages, and cultures
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Prioritizing key features and functionality over others
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e.g. making a subway scene appear on all screens before creating a detailed monster model)
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Future Features
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Make the experience run automatically, i.e. without physical actors or board operators
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e.g. Train Conductor gives tips through intercom/speakers
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Make the experience longer to justify having actors and specific showtimes
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Adding more tools/puzzles
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Incorporating more ride elements
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Incorporate more practical effects
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e.g. fake blood, real monster costumes, smoke machines, etc.
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