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Sense Stage Workshop » Impossible Storyboard
Home > Progress, Projects > Impossible Storyboard

Impossible Storyboard

May 20th, 2009

After a nice long day of testing and conceptualizing, we have come up with a tentative skeleton in the form of a sketchy storyboard (unfortunately without illustrations at the present) for the interplay between sound, light, interaction and general feel of the Impossible Room based on key moments of performing the room.

The IR upon entering
Sound: Droneish, less high-end - distant thunder, resonating - occasional “almost voice”-outbursts
Light: ambient + stable; cool colors, dark feel - one light stable, another with a bit of a throb - and a kind of spotlight pointing to a place in the room - the light “breathes” - feels alive
Interaction: You walk in - you look around
Feel: Spooky - strangely attractive - throbbing; human and machinic at the same time

Add fog. The object will be in the spotlight.

The IR when a person activates it
Sound: The room awakens; higher frequencies; volume rises - scream
Light: light starts flickering - faster rhythm - “almost scream”-kind of “almost-voice”
Interaction: the person has moved to the position of the spotlight and has grabbed the object - ACTION >> sound + visual cues appear attracting the person to activate the various sensors (in the form of fluorescent light on the floor + walls and pulsating LEDs on the object)
Feel: You have awoken a dormant giant demanding that you take action

The general feel of the interaction in the IR (4 levels of interaction, to be described tomorrow)
Sound: panning, directing attention to the zones of interaction, while immediately moving away from the person >> less panning - more stable sound
Light: ambient light + a lot of lighting cues; on the floor, on the wall, on the object
Interaction: the person seeks to follow the cues in the room; a rise in activity >> an appeasement of the room
Feel: the general feel is one of over-cuing, over-stimulation, over-activation; the person is forced to increase intense movements

General + specific kinds of movement - impossible movements
Gameplay; counter - when an action has been triggered, you add to a counter - progression from level to level
We can assign different outputs/expressions to the different objects; floor = drone, object = bird-singing, IR = lights - you can perform one aspect of the room

The IR has been performed
Sound: Natural sounds, birds singing, ambient and less aggressive drone-element
Light: stable, pulsing, mellow, warm colors
Interaction: the active, somewhat random movements continue happening >> more of a pattern - at a given time the blinking of the lights seems to stop, and you are directed towards placing the object at a given position
Feel: in the beginning dissonantic (active vs soothing room), becoming more and more relaxing and soothing - the feeling of accomplishment

How long does the room stay in this position - how does it return to its “dormant” state?

Author: JonasFritsch Categories: Progress, Projects Tags:
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