Team 5 for Best Scene in Town @ PICNIC ’11

In Uncategorized on July 25, 2011 at 8:27 am

Picnic 2011 Picnic Presentation

Pirate Booty Demo

Picnic 2011 Video (ENTER VIDEO IFRAME)


[fill in the names + institutions / describe yourselves shortly/ upload a picture]

Michelle Calabro/Parsons/
photographer and filmmaker

From an early age, Michelle began assisting internationally known artists. As an undergraduate student she assisted installation artist Phoebe Washburn and painter/sculptor Pietro del Fabro. She graduated from Hobart and William Smith Colleges in 2005 with a Bachelor of Arts degree in an individual major entitled, “Art and the Mind” which included courses in studio art, semiotics, psychology, dance and education. Shortly after graduation, she began working in New York City as an assistant to set designers and photographers on commercial and editorial photo shoots. She studied with commercial photographer David Langley at Hallmark Institute of Photography in 2008 and returned to New York to work in the photography industry. She is currently pursuing her Masters of Fine Arts degree in Design & Technology at Parsons The New School for Design.


Christian Eckels/Parsons/

Christian joined Parsons The New School for Design in Fall 2010 to begin work on an MFA degree in Design and Technology.

Christian comes from the performance arts industry where he was a Stage Manager for many organizations.  His credits include The Santa Fe Opera, The Los Angeles Opera, San Francisco Opera, The Hollywood Bowl, The Los Angeles Philharmonic, Lincoln Center Festival, The Dallas Opera, Goodspeed Musicals, and Spoleto Festival USA.  Christian consults as the Artistic Services Associate for The Santa Fe Opera.

Christian is interested in incorporating the use of mobile and web technologies for performing arts organizations and he is attending Parsons The New School for Design in effort build an excellent foundation as a designer.


Lea Faminiano/Parsons/

Lea is currently pursuing an MFA in Design and Technology at Parsons The New School for Design.  She is interested in learning new technologies and combining them with her fine art background.  She graduated in 2009 from Loyola University of Maryland where she double-majored in Digital Media and Studio Art.  During her undergraduate studies, she spent a year abroad at the American University of Paris studying drawing, painting, and sculpture.

Currently, Lea is a design consultant for the Treatment Monitoring and Advocacy Project, located in India, where she spent part of her summer as part of an Open Society Foundation/Parsons Fellowship in Information Design.


Thom Hines/Parsons/


Thom is an interactive designer and developer interested in building unique and user-friendly online experiences. He is currently the Interactive Designer at the New York chapter of AIGA, helps to run the website for Parsons Fashion Dept., and runs his own studio, Don’t Get the Wrong Idea. His clients include CNN, MagnanMetz Gallery, Grizzly Creek Films, and The History Channel, among others. Hines received his BFA in Graphic Design from Oregon State University and is currently pursuing his Masters of Design and Technology at Parsons The New School in New York.



[describe the concept / also use photos & sketches]

At first, when trying to create a game that would be fun and engaging for the PICNIC crowd, we immediately latched on to the location as inspiration for a theme of our game. The wharf where PICNIC is being held this year just screamed ‘pirates’. The idea of using 7scenes to create a retro/modern take on pirates and buried treasured seemed perfect for the eclectic, contemporary and somewhat playful crowd who attend PICNIC, and so we created this conceptual narrative:

After a long and plunderous journey on the high seas, you are one of the many, many unlucky pirates to have been shipwrecked upon the cursed shores of the Isle of Picnic. Of course, it is only natural that you would want to do what all pirates do in such a situation: bury your chest o’ gold and explore the island to discover and steal as much treasure as you can!

After a lot of iterations and game development, though, and with some feedback from Lukie Stalenhoef, we realized that more could be done to incorporate the themes of this year’s PICNIC festival. We have considered many game dynamics and concepts throughout the design process that might allow for us to expand the game to mesh with the ideas of “Urban Futures”. In fact, after some more discussion in the last couple days, it’s become clear that these concepts can add a lot of depth to the game. The ideas of urbanization, sustainability and scarcity are perfect for the gold-based economy that Pirate Booty employs.

By creating “metropolitan” regions, in which members of one group associate with those around them, certain dichotomies are created. Implicit teams are formed. It quickly becomes us vs. them, cooperation vs. competition, and selfishness vs. benefitting the group. Since several levels of hierarchies can be created here, players of differing commitment still have something to contribute, but now each move and decision is more important and meaningful.

Furthermore, in order to make our game more “Futuristic”, and to better utilize the 8-bit designs we’ve investigated and created, we are thinking of shifting our idea from Normal Pirates to Space Pirates. This doesn’t change gameplay, but it just seems way more fun and on-topic for PICNIC.


Rules & Gameplay

[describe interaction rules between the players / also use photos & sketches]

1. Pirates enter the 7Scenes Free Play game by stashing their personal gold on the Picnic grounds.  

2. Pirates explore the Picnic area and locate treasure throughout the 7Scenes map.  By searching for treasure a Pirate is sent to an external mobile website and treasure is stored in an external database.

3.  Achievements may be obtained by visiting events and venues.  Venues include campus cafes, bathrooms, or visiting each venue in a specific order.  Obtaining Achievements gives a Pirate a chance to obtain more gold!

4. At the end of festival, the Pirate with the most gold is King of the Picnic Pirates!

Try a demo of the game


This game was created with several types of players in mind. The gameplay is the same for each player type, but by creating multiple reward systems, and by giving opportunities for competition and cooperation, players can participate as much or as little as they want.


  • Low barrier of entree, and player feels free to enter/exit game;
  • Receives awards for playing; and can both hide or find buried treasure at popular event locations.



  • By  participating in games and events, players contribute to the narrative;
  • Users participate and are awarded for multiple game entrees.



  • User is ensured a continued sense of challenge and is introduce to competition.
  • Achievements, can be made intentionally difficult, and worn as a badge of pride and accomplishment by the few who are able to earn them




[describe your team’s creative process / show preliminary ideas & sketches]

Once the team was officially assigned four weeks ago we emailed nearly daily and met weekly on Skype.  The initial conversation was about what takes place at the festival and the types of people to attend the event.

We researched popular group game play techniques and and methods such as game paradigms, linear versus nonlinear game play, and developing a path that is worthy of a winner.

Among other research each team member listed present popular games and games from childhood.  Such games came to mind as Assassins, Battleship, and Take the Money and Run.  We compiled information from such game research and listed common techniques uses in such games.

We also did some research and development on the aesthetics of the game – researching pirate history as well as various 8-bit games to develop the visual style of the game.

Additional notes on our process can be found in the “More” section!

Final Google Meetup

Final Google Meetup



[describe the requirements for the production of the concept]

September 13

  • Arrive in Amsterdam with working external php database & 7Scenes prototype;
  • Tour Picnic Location;
  • Document location (video, picture, drawings) and notate geographical and event locations, obstacles and possibilities;
  • Meet as a team to review notes regarding event locations & game play;
  • In context of game, discuss new possibilities with location;
  • Blog about experience.
  • Celebrate being at Picnic 2011! 

 September 14 

  • Play prototype in live location, make note of necessary changes to game and rules;
  • Discuss adjustments to game and construct new user scenarios;
  • Document new rules;
  • Adjust php / 7 Scenes with new game changes;
  • Play adjusted prototype, and notate the game changes;
  • Blog about changes to game and Picnic experience!

 September 15

  • User test adjusted game and document user experience;
  • Play adjusted prototype keeping in mind notes from the      user tests;
  • Adjust php / 7 Scenes with new game changes;
  • Play prototype and note new game play changes;
  • Construct new user scenarios;
  • Document new rules;
  • Adjusted presentation;
  • Blog about changes to game and visiting Amsterdam! 

 September 16 

  • User test adjusted game and document user experience;
  • Discuss user experience;
  • Adjust php / 7 Scenes for final game; 
  • Adjust presentation material; 
  • Play game(!);
  • Blog about experience; 
  • Celebrate being at Picnic!


[feel free to add any more information that you think adds to your concept!]


August 31, 2011 In Response to Lukie’s email

We received feedback from Lukie this morning that gave us the opportunity to further develop the theme of our game.  As stated above, we have incorporated Lukie’s feedback into the new theme of Space Pirates, which preserves the core mechanics of the original concept, but relates aesthetically to PICNIC’s theme of thinking about the future.

In addition, we would like to propose another game theme option that relates to the PICNIC themes of environmental sustainability and social media.  It takes into account recent trends in urban sustainability, namely rooftop gardening, the recently legalized (in New York City) practice of beekeeping and trends in social media such as cooperation and collectivist thinking.



[illustration by Duke Riley]

The game theme is pollination, which has the dual goals of providing a fun social game and allowing players to empathize with other members of our urban ecology, the honey bee.  It incorporates players’ exploration of the picnic grounds, cooperative behavior, and takes a proactive approach to the problem of environmental sustainability.  It focuses on the small gestures that individuals and groups can make toward a more sustainable future.


Players are bees, they travel between rooftop gardens (an illustrated map will be superimposed on the PICNIC grounds in the 7Scenes interface), pollinating fruits, vegetables, flowers.  Bees earn honey as currency,  swarm to earn larger amounts of honey, build hives, etc.  As the fruits, vegetables, and flowers that they pollinate flourish, they eventually get picked by humans (disappear at a fixed rate).  The challenge of the game is for bees to create groups that work together to maintain the balance of pollinated vegetables, fruits and flowers.


New York Times Article:

Beekeeping was recently legalized in NYC, about a year and a half ago.  Originally it was banned alongside “hyenas, tarantulas, cobras, dingoes and other animals considered too dangerous for urban life.  Health department officials said the change was being considered after research showed that the reports of bee stings in the city were minimal and that honeybees did not pose a public health threat.  The officials were also prodded by beekeepers who, in a petition and at a public hearing last month, argued that their hives promoted sustainable agriculture in the city.” []

On the website (founder and CEO Robin Chase is speaking at PICNIC ’11), the car rental company draws a connection between the types of insects and the roles that they play in their community, and Buzzcar, and the types of cars and the roles that they play in transportation.

“Bees: Responsible and social

The Bee believes in the power of the group, the power of collaboration and the richness of diversity. And so, the bee in the colony flourished. She loves her job, finds his interest and feels good in the community. But let us not be fooled, be a bee is not Little House on the Prairie. The bee is honey, the bee is a hard-working that has the sense of responsibility and duty. And if it gives much is that it has two bosses.”




August 30, 2011 User Testing the Rule Set:

I sent an email out to my family and friends to ask them to review the rule set and tell me whether they made sense or not.  Three people responded.  We should try to incorporate the relevant feedback into the final rule set.

One person asked:
What is the 7Scenes Secret Trail game?
Who are the Pirates? Who are playing as the Pirates?
Who are you playing against? other pirates?
What is the external database in which the treasure is stored?
What is treasure? Points, physical treasure, or something else?
What are the differences between achievements and treasures?
Refer to the map for the events and venues

Another person said:

The game and the research are interesting.

Will it include fighting?  A pirate can’t simply seek treasure, there has to be conflict.

Are the players individuals or members of a crew?  If each player were part of a crew you could build a story line around the social order your research uncovered.  That would be cool.  So you would still search for gold, but it would be shared and divided at the end.  Then you could create intrigue by giving the players the option to lie and stash some of their booty so they don’t have to share it.  The more they hide, the more chance they have of being caught and executed by the crew.  So, you create a moral dilemma for the player…

This design stuff is fun, and you have a great concept.

Another person said:

I’m wondering what the picnic grounds are…will players understand?
I went into the demo…opened new screen…
“Ye buried your gold….” page – I want to be be able to click to go back to mapping area. Not sure what my name is because I clicked “sign in” too quickly. I clicked through without putting in a pirate name.
Second time went and put in my name took me to the “Ye buried your gold…” page and then I had to logout to go to the game?  confused.
I understand how to enter the map area which is good not understanding the login page and its point.  Is it just to sign in in  the Captain’s log?

August 27, 2011 7scenes Free Play:

As a Pirate ye just returned from a long trip at sea where ye pillaged island villages and ransacked mates’ pirate ships.  Ye are on a quest for gold!

You arrive at NDSM Wharf in Amsterdam and are carrying a stash of riches, but what do you find?!

A bounty of treasure hidden around the Wharf at Picnic 2011!

In order to add to your riches, you must carefully bury your gold!  Carefully pick a spot because once it’s hidden from others, it could be discovered and plundered!

As you attend events search the grounds for hidden treasures.  Triumph over achievements to unlock even more gold!

At the end of Picnic the Pirate with the most gold is King of the Picnic Pirates!




August 27, 2011: Initial 7scenes Prototyping/Graphics



August 27, 2011 : Digital Prototype

In order to ensure that this game could be created both with 7scenes as well as in the time frame, there were several aspects of the platform that needed to be created and tested. First of all, we had to make sure we could have an easy to use and intuitive connection between 7scenes and all of our external files, as well as make sure that all of the rules and interactions we wanted to include could be practically built.

The first problem was an easy one to test. Knowing that we can easily interact with any web page through the use of arguments in web URLs, the only thing we had to make sure of is that we could create pages on the web server that would be able to receive different links and handle them appropriately. If 7scenes would allow us to jump to a browser from a link in a memo or note, then we could successfully pass information to the server. After a quick test, this is was confirmed! While 7scenes might not know all the details of what we’re asking, the web server can get everything it needs from the links and we’re back in business.

Pirate Booty map page
Pirate Booty map page

The second matter – actually making something that works – wasn’t so easy to prove. Our first idea of creating two maps, one for burying treasure and another for digging it up, required too much coordination by us who would be running it, and in our initial tests, proved that it could make for a very frustrating user experience. If the data wasn’t synced correctly, or if we had to shut down the 7scenes map frequently to make updates, nobody would want to play it.

So, we made an adjustment to our game mechanics. Instead of allowing users to bury their treasure anywhere in the Picnic grounds, we will provide 30-40 zones where they can bury and search for treasure. This not only solved the problem of managing two maps, it also enforces the rules by requiring players to play within the game boundaries and forces them to bury treasure before they start looking for others. By taking some of the variables out of 7scenes and moving them to the web server, we are utilizing the strengths of both a little better.

From there, we built a database that will hold information on players, game locations, treasure chests, acheivements, etc. Now every action and point could be tracked and updated. Also, a skeleton of the PHP code that we will use at Picnic was built as well. It’s been updated and modified greatly over the last week, as new needs have been discovered during testing.

Pirate Booty pirate database
Pirate Booty pirate database

At this point, the prototype allows for virtual run-throughs of the game. Since this prototype is being developed to test mechanics and not connectivity with 7scenes, we’ve been able to do some considerable testing in the online version of the game. The current iteration will allow new players to create characters with pirate names, allow them to bury their gold, move it from one location to another, and scavenge for other people’s gold. At this stage, each of these elements are working perfectly.

Pirate Booty game example

The next phase will be to optimize the game for mobile screens, add graphics, and start to incorporate the achievements into the gameplay. We just finished a leaderboard yesterday that will allow player’s to track their standing against each other, so much of the functionality for scoring can be taken from this. Here’s a link to the latest version of Pirate Booty, and a link to the leaderboard, which shows how all of our test pirates are doing.

August 26, 2011: More 8 Bit research

August 26, 2011: Inspiration …..8 bit Fashionary

I love how expressive and detailed these are.  An interesting approach to 8bit art, and an interesting approach to fashion illustration.  Maybe the male and female pirates could be fashioned after these….


August 26, 2011: Second Iterations for Pixel Art



August 25, 2011: Title Animation, before we settled on the 8-bit theme

This was how the title animation was laid out before we decided on the 8-bit aesthetic.  I’m still deciding whether I can salvage it, or whether I’m going to start again.

August 25, 2011: Color Scheme Inspiration from Adobe Kuler


August 25, 2011: Michelle’s Notes

Research updates.  I read this article: and took notes.  It mentioned another article in whichthe author, “Rediker, writes ‘bottom up’ histories that focus on the social conditions that the common mariner worked under.  Rediker uses linguistics, sociology, economics, anthropology and ethnography to paint a picture of the conditions that sailors lived under.”

So I read Rediker’s article, “Under the Banner of King Death,” which had some ideas that may inform the design of our game.  I’ve compiled interesting quotes from the article here, especially interesting bits are highlighted in red:

Beneath the Jolly Roger, “the banner of King Death,” a new social world took shape once pirates had, as one of them put it, “the choice in themselves.”


Almost without exception, pirates came from the lowest social classes. They were, as a royal official condescendingly observed, “desperate Rogues” who could have little hope in life ashore. These traits served as bases of unity when men of the sea decided, in search of something better, to become pirates. 


A striking uniformity of rules and customs prevailed aboard pirate ships, each of which functioned under the terms of written articles, a com-pact drawn up at the beginning of a voyage or upon election of a new captain, and agreed to by the crew. By these articles crews allocated authority, distributed plunder, and enforced discipline.’  These arrangements made the captain the creature of his crew. Demanding someone both bold of temper and skilled in navigation, the men elected their captain. They gave him few privileges: he “or any other Officer is allowed no more [food] than another man, nay, the Captain cannot keep his Cabbin to himself.” A merchant captain held captive by pirates noted with dis-pleasure that crew members slept on the ship wherever they pleased, “the Captain himself not being allowed a Bed.”‘ The crew granted the captain unquestioned authority “in fighting, chasing, or being chased,” but “in all other Matters whatsoever” he was “governed by a Majority. ” As the majority elected, so it could depose. Captains were snatched from their positions for cowardice, cruelty, or refusing “to take and plunder English Vessels.” One captain incurred the class-conscious wrath of his crew for being too “Gentleman-like. ” Occasionally, a despotic captain was summarily executed. As pirate Francis Kennedy explained, most sea-robbers, “having suffered formerly from the ill-treatment of their officers, provided carefully against any such evil” once they arranged their own command.

To prevent the misuse of authority, countervailing powers were designated for the quartermaster, who was elected to protect “the Interest of the Crew.” His tasks were to adjudicate minor disputes, distribute food and money, and in some instances to lead attacks on prize vessels.  He served as a “civil Magistrate” and dispensed necessaries “with an Equality to them all. ” The quartermaster often became the captain of a captured ship when the captor was overcrowded or divided by discord. This containment of authority within a dual executive was a distinctive feature of social organization among pirates.


The distribution of plunder [treasure] was regulated explicitly by the ship’s articles, which allocated booty according to skills and duties. Captain and quartermaster received between one and one-half and two shares; gunners, boatswains, mates, carpenters, and doctors, one and one-quarter or one and one-half; all others got one share each. This pay system represented a radical departure from practices in the merchant service, Royal Navy, or privateering. It leveled an elaborate hierarchy of pay ranks and decisively reduced the disparity between the top and bottom of the scale. Indeed, this must have been one of the most egalitarian plans for the dis-position of resources to be found anywhere in the early eighteenth century. The scheme indicates that pirates did not consider themselves wage laborers but rather risk-sharing partners.


The articles of Bartholomew Roberts’s ship revealed one tactic for maintaining order: “No striking one another on board, but every Man’s Quarrels to be ended on Shore at Sword and Pistol.” Antagonists were to fight a duel with pistols, but if both their first shots missed, then with swords, and the first to draw blood was declared the victor. By taking such conflicts off the ship (and symbolically off the sea) this practice promoted harmony in the crowded quarters below decks.


Pirates also affirmed their unity symbolically.  Some evidence indicates that sea-robbers may have had a sense of belonging to a separate, in some manner exclusive, speech community….  Many sources suggest that cursing, swearing and blaspheming may have been defining traits of this style of speech.


The [Jolly Roger] flag was intended to terrify the pirates’ prey, but its triad of interlocking symbols – death [skull], violence [cutlass, sword or dart], limited time [hourglass] – simultaneously pointed to meaningful parts of the seaman’s experience, and eloquently bespoke the pirates’ own consciousness of preyed upon in turn.


The forged spontaneous alliances, refused to fight each other, swore to avenge injury to their own kind, and even retired to pirate communities.  They erected their own ideal of justice, insisted upon egalitarian, if unstable, form of social organization, and defined themselves against other social groups and types.  

Pirate Crew Flow Chart:

Levels:  Thinking about the hierarchy mentioned in Rediker’s article, I suggested that we use a similar hierarchy for leveling up within the game.  The top level would be “Captain”, then “Quartermaster”, then “Mate” then “Regular Pirate”.

Cooperation:  Thinking about the ways in which pirate crews formed and reformed historically [see Pirate Crew Flow Chart above from Rediker’s article], I suggested that we try to model cooperation and encourage alliance building within the game by designing challenges that could only be completed by a group of people.  The example I mentioned was: 6 people have to check into specific zones of the conference grounds within 3 minutes of each other.   If they completed this challenge, they would get an achievement.

Symbols: The symbols that were mentioned in Rediker’s article can be used in the game, and could be used as physical props on the conference grounds.   death [skull], violence [cutlass, sword or dart], limited time [hourglass] 

Bryant’s Chiptunes: My friend Bryant Davis is a musician who composes chiptunes.  I thought his work would fit nicely with the aesthetic of our 8-bit Pirate game, so I asked him if we could use some of his work in our game.  Instead, he composed 2 original pieces for our game.  They are called, “Big Beard”, and “Booty.”  We are so lucky to have gotten this contribution from him!

Physical Objects: We discussed the possibility of including physical props.  I’m brainstorming materials that would lend themselves to the 8-bit aesthetic.  If the material came in the form of a building block, like Lego’s, then we could build it into a skull, a dagger an hourglass, etc.  See the wooden 8bit art pieces below.

Visual Inspiration:


August 16, 2011: Projects for this week

Group:  Name this game! 🙂

Thom – php, document progress on blog

Lea – Work within 7Scenes, document progress on blog

Michelle – Narrative of game play, Animation forpresentation, document  progress  on blog

Christian – Work within 7Scenes, 8-bit pirate research, and begin final presentation, document progress on blog

Group: Schedule next skype meeting and review progress.

August 16, 2011: Notes from call to 7Scenes with Ronald klien Tank

  • Thom reviewed the game concept and technical details about our game.
  • Ronald discusses the practical manner of the game, and that we need to text the site from our current locations.  Also discuss the scale of the game, and what can be accomplished by the final deadline.
  • Ronald: Suggests looking at Secret Trail within 7Scenes.
  • Ronald: We should look at content on the 7Scenes facebook site.
  • Group: The game should work well between 7Scenes platform and an external site.
  • Thom: Is it possible to have an external icon link to our game, rather than the user logging into 7 Scenes.
  • Thom/Lea/Ronald: Discusses customizable maps, and if this is possible with the new 7Scenes update?
  • Group: All having issues logging into site.  Ronald will look into login issues.

Notes transferred from team blog:

August 9, 2011: This weeks deadlines

  • 1st Draft of Gameplay Rules Bullet pointed
  • Review game play options within 7 Scenes
  • Wire frame external site
  • Schedule next team skype meeting: Discuss skinning external site, deadline for external site, user testing, game play/rule development
  • Schedule skype meeting with Picnic Team in Amsterdam to review project

August 9, 2011: Rules of Play (Version A)

Game Play Instructions

1.) Players sign up at Game Website. Once in, they are given a unique ID for the game.  Players are assigned a starting amount of “treasure,” or points.  The player’s ID will be used to track the amount spent or found during game play.  Also, this ID will be used to follow users on the external site Leaderboard.

**possible assign random grouping of teams?

2) Players are directed to first 7scenes Secret Trail scene, in which they can plant their treasure by placing a memo markers on the Picnic grounds map.

3.) Once we see their marker on the map, we’ll place their treasure on a second scene, using the ‘Secret Trail’ type, and give them access to this new scene.

4.) Players are redirected to the 7Scenes program, that indicates current location in Amsterdam’s Picnic Convention Location.

5.) Players choose level of game-play activity from Active Player, Intermediate Player, and Casual Player. There are not mutually exclusive, as players can go for any primary or secondary goal they wish.

6.) Players must hide treasure around campus using the “Memo” markers in 7Scenes.  From the back end, we will assign each “Treasure Memo,” a URL that will link to the external site.
The external site will allow the user to indicate how much treasure is left behind at each location.

7.) Treasure can be at hidden at events.  A popular event may hold lots of hidden treasure around the event location.

8.) Players must first plant their treasure before they will be given access to the 7scenes map that allows them to find the other player’s treasures.

9) Players can also earn badges by visiting certain locations/attending certain events during the festival, for example, “Visited 10+ talks,” “Tested new games,” etc. (Maybe a certain number of these badges can equal more treasure?)

10) Players at the end of the game with the most treasure and badges win the game.  Due to the open casual play, players can track their scores on the Leadership board.

August 9, 2011: External Site Wire Frames (IN PROGRESS)

August 6, 2011: 8/6 Meeting Notes

Categories: meeting notes

Notes from our skype meeting on August 6th at 9 AM.

We  discussed adding additional components to the game in order to further develop the world of play.  In addition to earning treasure each players can earn badges for visiting locations throughout the map.   Badge: “Visited all the bathrooms”  Badge: “Visiting all the venues.”  Badge: “Sharing images of the event.” Etc.
Discussed building a leader board.  A leader board will give players an option to see rankings throughout the game play, and this function will further push a competitive component to the game.
Question: How do we address users joining the game later in the day?  We can momentarily take the game offline during the day and update the map with additional treasure and badge options?  We will further discuss as we develop the game.

Mockup: After the external site is built the NY Group meet to mock-up a game.

Moving forward this week we will address the following:

Document the process with paper prototypes and upload additional notes.  Scan and upload content for future presentations.  This includes drawings, hand written notes, etc.
Thoroughly review 7Scenes and decide on the 7Scenes game that will suit our game.
External site wire frame and information architecture.

  • With the development of the IA, bullet point rules of play.
  • On August 9th, move current blog content over to the main blog for 1st round of notes from adjudicators.
  • (We need to schedule a skype meeting with the Picnic judges to review and start a dialog about our game).
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