Searching for Atlantis

A chance to discover Atlantis

See final Prototype

Overview

Project Type

Game UX
Storytelling

Project Timeline

August - September 2020

Tools

Unity3d
Blender
Trello

Project Description

Searching for Atlantis is a singleplayer escape room game in VR. The player is trapped underwater and has to escape the submarine before the water pressure gets too high. The game uses redirected walking techniques to maximize the space in the virtual world.

My Role

I was responsible for the storytelling and user experience of our game. This included doing research about atlantis, since this was our mainplot, designing riddles, making objects interactive and setting the overall atmosphere of being stuck underwater.

Research

Ideation

We first brainstormed some ideas for an escape room game. After thoroughly discussing the ideas and possible scenarios we decided on a storyline, where the player wants to explore Atlantis as a means to fulfill the wishes of his late father. However, the player finds themselves trapped under water and has to escape the submarine in order to survive and explore Atlantis.

A picture of  a whiteboard, which has notes about the game.

We continued brainstorming on a whiteboard to get an understanding of the mechanics we would need to implement and to narrow down our idea to something that we would be able to implement in two months. In addition we wrote down various endings the player could reach.

We also tried to find out how much space the player would be required to have in real life to be able to play the game comfortably at home. We came to the conclusion that a 4m x 4m space would be perfect for our purposes. As it would be small enough for people to play at home, but still big enough so that they could move freely.

Picture of chairs being arranged in a square.

This concluded in our final storyline:

We went ahead and organized all our work through Trello, so that we always knew what tasks were still to be completed. We mostly worked in the lab, but at times we had to work remote. We did this through Discord and of course GitHub was used at all times.

Definition

Design Process

As a way of establishing our story, we thought it would be nice to include hints and let the player explore their surroundings and find out what they needed to do in order to escape and suceed. This is the reason why we built in a letter that would explain the reason why they are on this journey in the first place. We placed the letter on top of the desk in which the player would begin their journey, so that it would be visible immediately. In our brainstorming session we included ideas such as the father of the player being a super rich and a scientist. I included all these informations in the letter or at least indications of these ideas.

Sketches

To further define our story. I did some research about Atlantis. So that the riddles in our game would have references to Atlantis. For this I sketched out some rough ideas that we could use. In order to make the most out of our limited real space we used redirected walking techniques, which for me meant that the the named technique would have to be appliable to the mini games. Unfortunately due to time restrictions we were not able to implement everything and thus had to either simplify the riddles or discard the ideas.

Room set up

We also sketched out all the rooms in our game to get a better understanding of the flow.

I placed necessarily and distracting objects into Unity and made them interactable. The distracting objects such as the wineglas were placed in the room with the intention of one making the mini games a bit more difficult to solve and two to give the feeling of that this submarine is indeed used by a rich person. We believed that this would make the game play much more enjoyable, than having only the necessarily objects in the room and solving every mini game as fast as possible.

To further elevate the game play I also created an atmosphere of being stuck underwater by adding atmospheric music, pictures of Atlantis as well as an underwater world with fish boids, which was observable from the inside of the submarine. If the player won an animation would play of them escaping into the underwater world.

  • The name of the login page is confusing as it says login on both screns. Altough one of them is the registation page.
  • The line which represents the switch between “Konto erstellen” (create account) and “Bestehendes Konto” (existing account) was not understood.
    -> A greater distinction between login in and registration page needed!
Prototype: Screen of the login/sign up page. Things that were criticized during the testing are marked red.
  • Indication of the word being in plural or singular and its genus (masculinum, femininum, neutrum) is missing in translation.
  • Article can be confusing -> Is the article for both Kartoffel and Kartoffeln or just Kartfoffel?
  • Similar words should be suggested.
  • Language selection was expected via the flag and/or the three dots.
  • Flag alone is not enough to indicate which language is being studied, underneath the flag should be the name of the language.
Prototype: Screen of lessons. Things that were criticized during the testing are marked red.
  • Should say devices instad of glasses.
  • Indication whether software is up to date or not should be more salient.

Wishes for further development

  • Translation of songs, slang, accents
  • Correcting homework (grammar, word suggestions etc.)
  • Choosing a language
  • Learning vocabulary through games (e.g. getting scores etc.)
  • Pop up reminders for vocabulary lessons
  • Culture tips
  • Conversation helper
  • Videocalls
  • Practicing speaking skills
  • Saving history, words in different languages and important words and sentences

As a way of not overwhelming the user we decided to not implement all of the wishes that were voiced. However, the ones that we did consider are included in the PACT analysis above.

Wireframe

With our findings we created a wireframe. This may seem redundant as we already tested with a mid-fidelity prototype, but this seemed to be the best option for us since we initially planned to use our sketches for the user testing. Furthermore, we wanted to focus on the functionality and user experience of the app first rather than the aesthetics. I was responsible for designing the translation page for our wireframe. You can interact with the Wireframes here.

Design System

We also established a design system and made custom icons for the app. However, we did not want to reinvent the wheel so they do look similar to other apps. This is to avoid the user having a hard time getting accustomed to the navigation. So whenever possible and logical we chose to establish an external consistency. I was responsible for making the smartglasses and pairing icon. All the icons were done in flat design as we wanted our app to look clean.

In the design of the logo we had to chose between a lot of designs we made. Some would been difficult to recognize, when scaled down so we decided against them. The logo we have chosen in the end is supposed to represent the globe. In front of the globe a "U" is placed, which stands for the name of our companion app. So in a sense the logo represents our goal of the app in uniting the world and overcoming language barriers. The logo is simplistic, easily recognizable, scalable and has meaning.

As for the colours we chose; we believed that the mainly blue theme of the app would contribute to the calm atmosphere that we wanted to establish. Giving the user the impression that nothing has to be rushed and everything is on its right place.

The font we chose is not a serif font. The reason being is to provide an optimal flow of reading with the user getting tired.

Testing

Due to Covid19 restrictions we were only able to recruit one participant for our testing.

Findings

  • The plant in the plant room just disappears, after taking too long to get there or spending a lot of time in the plant room. Meaning that even if the player manages to open the pillar there is no plant to take with them and survive.
  • When spending too much time in the plant room the door to the final room, room 3, opens, even before repairing the power box in the hallway. In addition the noise, that is supposed to signal that the power box is broken and needs to be repaired stops as well. Both of these events are most likely related since the third room only opens after the power box has been repaired, which also means when the noise stops.
  • Spending too much time in the plant room was due to thinking that the source of the power box sound was the plant room and not the hallway.

Solutions to the problems

After the testing we iterated on our game and tried to resolve the problems that we faced in our game.

  • For instance all our doors in the game are automatic doors, which is why we thought it would be logical for them to close after entering a room. However, this created the feeling of being trapped in the room, even after all the tasks were done. Which is why we decided to leave the door open in order to conquer this thinking of that there is still something to do in the room.
  • The other problem that occured with the power box was fixed by redefining the trigger area of the power box.
  • Lastly, we were also able to fix the plant bug.

Final Prototype

Published paper

Takeaways

  • Importance of early user testing: We should have done our user testing way earlier. This way we would have been able to avoid or reduce the time spent on changing things in our game.
  • Do not be afraid to ask for help: Something me and my group as a whole learned during us working together is to not wait for such a long time to reach out for help when we were facing problems. When we looked at a problem together we were most often able to solve the problem a lot faster. If we were not able to come to a solution we reached out to our teaching assistant, who was always very helpful and open for our questions.
  • Take little steps: We simply took on too much things - we should have taken on much less and only added new things later on. This way our user experience could have been better.

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