For the final week of my project I complete a promotional video, check in with Dr. Quirk for some final feedback, and look at funding and distribution options going forward.
STUDIO REVIEW
This week I take a look at the work of Nexus Studio.
As the last studio I'll review on the M.A., Nexus is a good choice. Their projects bring together all of my interest: film, animation, contemporary branding, and immersive AR. Their AR work is of particular interest and relevance to me at this stage, and their work in this area shows just what is possible with the current tech.
Nexus have given me inspiration for work beyond the M.A., and I know that I'll continue to advance my knowledge of AR graphics because of work like theirs.
Having designed and tested visual prototypes the final was to deliver a promotional video and check back in with an industry expert for feedback.
MEETING WITH DR. QUIRK
I had a very positive meeting with Dave Quirk, who was very pleased with the output. We discussed some potential areas for improvement should the design be built into a real product, and also spoke about specific forms of distribution and available funding.
Dr. Quirk had reservations about the competitive element, viewing renewable installation as a collaborative endeavor. However, the competitive element was something that was highly favoured during testing. As such, we spoke about potential for an ominous third part opponent - like a fossil fuel company - that would be responsible for damaging components, instead of teams doing this directly to each other.
He also thought that it would be helpful if users could see a picture of the real components somewhere. This is because, as unknown tech, the components can remain abstract ideas to users who therefore never really appreciate what they are or how they work. I thought that this could be built into the game somewhere in an education section, or delivered as an accompanying educatin pack on distribution.
Dr. Quirk liked the power bars and other simplifications of displayed data, and offered some thoughts on the tech that could help the design should the game be built for real:
Offshore tech should be placed as close to the shore as possible and in as shallow a depth as possible
Demand for energy varies and so sometimes short-duration storage is preferable
Grid stability is variable and could be incorporated as a means to offer difficulty levels in the game
The game should keep the island isolated from buying in energy from elsewhere (like the UK), but their could possibly be an option to buy very expensive energy from elsewhere as a last resort
The cost rating may work better if set at unit cost (kWh), which a lot of people understand due to domestic tariffs
The game would work well as a consolidation exercise and as part of a larger educational package
On the last point, we spoke about the potential for hosting the game at a fixed venue, for distributing it to schools, and for having open access online.
The main consideration going forward that would affect both the possibility of making the game real and distributing it was funding. If funding could be secured from a business, trust, or foundation known to invest in these types of business, then the grander Hololens version I'd originally envisaged could be built. However, if funding is short in supply, a simple online distribution of a more basic web app through email and social media may be the only option.
FINAL DESIGNED SCREENS
The following screenshots show the final design for the main parts of the game. (See last week's Design Process entry for animated versions of these screens and a breakdown of their construction.)
PROMOTIONAL VIDEO
As a design delivery I produced a promotional video and circulated it on social media. The video received positive reactions and good traction, having almost 200 views only a few hours after being posted.
The resonse indicated that there is an appetite for something like this, and gave me encouragement for building the game post-course.
LIST OF FIGURES
Figure 1: Nexus Studio. 2022. Barbican. [interactive exhibition photograph]. Available at: https://nexusstudios.com/work/barbican/ [accessed 5th December 2022].
Figure 2: Final main screen [screenshot by the author]
Figure 3: Final team screen [screenshot by the author]
Figure 4: Final system upgrade screen with touch feedback (blue circle) shown [screenshot by the author]
Figure 5: Final component placement screen with cost and emmissions feedback shown [screenshot by the author]
Figure 6: Final component placement screen with cost and emmissions feedback shown [screenshot by the author]
Figure 7: Final sabotage screen with confirmation prompt shown [screenshot by the author]