The purpose of this final presentation in Semester one was too present our project proposal to our class and to a selection of music students at the university. The proposal should outline the key feature of our game and how we intend to design and develop it. The music students must understand the intention of the game, the emotional experience we wish to take the player on and how that journey will develop.

Emilia and I presented this proposal together, splitting the slides up similar to phase three. We described our intentions for the game experience, including who are target audience are and how we aim to achieve our essential experience.

Presentation Slides and Notes

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Slides 1-5 presented by myself:

  1. Welcome to our project proposal of The Immersive Safe Space!
  2. The essential experience behind our game idea is providing immersion as a tool for physical and emotional regulation using engaging sound and visual design. Players will be provided with a physical space consisting of mesmerising visuals, a uniquely composed soundtrack and interactions which will support regulation and be established in semester two. Furthermore, to support the player beyond the experience, we intend to develop a supporting mobile application to encourage better organisation and supply a playful way to do so. This experience is intended to provide schools and universities with a tool of intervention to help students manage feelings of anxiety and stress that may be caused in the workplace
  3. Our project goal is to create positive change through the development of a game that supports mental health. The final deliverables will:
  1. The physical space that we generate will provide immersion through the means of surround sound, 360 degree projections and interactive technology such as touch controllers, gesture control or motion sensors.
  2. The key gameplay experience involves engagement through the immersive world, indulging in the visually stunning environment and connecting with an emotive soundtrack. Through research, we realised the power behind sense and stimulation. Our multi-sensory experience will provide players with tools to focus on their present state, relax and regulate their body and mind.

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Slides 6-8 presented by Emilia including the first prototype shown (XR Box Projections).

Slides 9-11 presented by me.

  1. On the screen we have displayed some of the process behind designing our own physical space, which involved iterations of prototyping and testing to experiment with dimension, the users experience and their engagement. A brief video was also shown to present my XR prototype developed and tested on a VR headset, to experiment and visualise the game space. After this we presented “The Quiet Room” prototype (a short film) This prototype demonstrates the gameplay as well as the use of projection mapping within a physical space. It also shows the intervention in action - a stressed student escapes to the immersive safe space on campus to take some time to recharge.
  2. We have taken great ethical and environmental considerations for the physical space. We intend for it to be built using sustainable materials such as sustainably sources wood for the frame, recycled plasterboard and Zero VOC natural paints.
  3. This slide shows the components that will be included in the space. We have chosen to use the Mass 5.1 surround system and BENQ eco-friendly projector because they use significantly less energy than other options.