Working Title:
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Set of 5 keywords:
Virtual Reality (VR), Uncanny Strangeness, Meaningful Play, Space, Purakau (Maori Storytelling)
Research Question:
How can VR evoke uncanny strangeness through interaction and meaningful play (player action and system outcome relationship) in a space using Purakau, Maori Storytelling
Draft Positioning statement (paradigm):
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Ethics statement (even if you are not doing ethics you need to write a sentence saying this): Thus far, I will need ethics for my project and I will need an ethics application for this. Being a game designer, I need to constantly playtest and use the feedback loop to then go ahead with updates. Since playtesting can involve an audience or people it is best that I use Ethics in the case of potential triggers, negative exposure, or Virtual Reality Sickness.
3 to 4 methods (written out as full explanations):
For my project, I will use two types of prototyping conceptualization. For conceptualization I will first use it in the form of mood boards, gathering references of previous works to draw inspiration from to do my work. Next is creating concepts itself, so drawing. While this is a method by itself I am only using it to draft up the layout of the space and/or how the particles should appear in the project. After this, I will use White Boxing, a tool for generating spaces and games quickly to show what it will look like without assets inside. It then moves to constant updates on spaces, with textures and assets. This will continue and then go hand-in-hand with playtesting.
Playtesting, having players play the game/experience and then giving feedback, is the second method. This will give me the feedback necessary to improve and update, find potential bugs, and more iteration.
The third method is Participatory research. I plan to find a professional Maori storyteller to tell Te Ao Maori Mythology or Purakau. This will be implemented into the Level Designing with the wayfinding.
Timeline:
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