Welcome back to my weekly Design Studio blog, where I'll be discussing a VR project targeted towards Ingenium's Digital Innovation lab!
This week, I went more in-depth when designing the mechanics and the functionality of some of the puzzles and interactable objects within the Time Travel room, and the Mission Control Room. The designs that are completed so far are the Telegraph mechanics and the Keyboard mechanics (though it might be swapped out for a alternate interaction). With the designs that I've came up with, in conjunction with my teams efforts in programming, modelling, and asset creation, we're showing some excellent progress towards our beta version of the escape's first level!
Challenges: After group discussion, we've came to a conclusion that our current idea was too complex of a process. We felt that it would be too difficult and time-consuming for just a single level of what's suppose to be an educational VR experience. This meant that we had to come up with a way to simplify the escape room into a simpler process. This led to lengthy debates and complicated discussions of how we could refactor our idea into a more suitable learning experience while maintaining its identity as an escape room.
Successes: The biggest success was our ability to transition into our newer designs and ideations. This week, our mechanics designs, room designs, and puzzle process dynamically changed, meaning we had to adapt and alter our development process to accommodate these changes. Despite this roadblock/detour, we we're able to flexibly navigate our way through these issues and obstacles, leading us to an improved version of the project.
Show-and-Tell: Here's a some the final design for how the Telegraph will be used functionally.

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