Sunday 26 April 2009

ActiMe Postmortem








ActiMe is a large concept which is being developed by Lazy Productions (BBC Rapid Prototype Team2). The Prototype of ActiMe is the result of an evolution of the demands proposed by the BBC client.

The main idea behind this game is to create a product that would avoid the stereotype of a lazy game bringing into play active game play and a social network that could be re-skinned based on up and coming sport events.

The client initially requested a product that would look forward to the 2012 Olympics with an aim to build content that is an antidote to the couch potato, stating clear purposes:

To develop applications/ideas which allow children to interact with content in an active, healthy way.

To encourage children to merge real world activity/sports with elements of gaming.

To use technology in an innovative way and in a way which promotes exercise.

Following the first Brainstorming session there were further requests and feedback from the BBC which, while encouraging us to progress with the development of the prototype, were at times contradictory to the initial brief:

Think more about the entertainment value of the product – keep it fun and create a fantasy world with the avatar; think of the experience of dance-mats, very active experience but essentially about fun, not sport.

Use real-life data but translating that into something more fantastic, e.g. 200 real steps = super moves/flying, rather than 200 real steps = 200 avatar steps.

Develop the idea of avatars being used in active, web-cam based games, particularly multi-player.

Less worthy, more entertaining and subtly healthy.

Portable Avatars (Bluetooth, Usb, Mobile Phones)

Due to copyright issues think less about Olympic theme and more about how to make it reskinnable or more fantastic.

What went right:

First of all during the 8 weeks available to complete the project, we were able to create an amazing team. Everyone seemed to have enjoyed the experience, and that is probably the reason why all the team members were committed to the project from day one.
I didn’t need to put too much effort into building consensus: the artists, the sound engineer and the programmers were very passionate about taking part in this project and developing ActiMe.

Lazy Productions successfully produced a demo of one of the many features included in the original concept.
As a matter of fact, the pillow fight game demo satisfied most of the client’s demands.
We developed new technology like the scream control system and improved existing ones like the Wii mote controls and the webcam control system, all for the sole purpose of making game play fun and active.

The project was completed on time and without having to recur to crunch time, mainly due to the fact that the design documentation was clear and the project was well scheduled by me and the other GPM student on the team.
Good planning and well structured design documents made sure that the team understood their tasks well.

The Team reacted well to the frequent changes of demands issued by the client. As mentioned earlier, they were very passionate and the worked hard no matter how much the project changed aim and focus, even following the pre-production phase.
Communication was never an issue, the team behaved very responsibly and they hardly ever missed meetings, which made the project development a whole lot easier.

What went wrong:

From the beginning we had issues with a programmer. He eventually dropped out of the project and this caused a bit of a problem as we were left without a coder.
However, we were able to find enormous help from the BBC coder Anthony McKale, who was able to tackle the programming issues and delivered the code in time.
If he had not been available though, there might have been some delays in delivering ActiMe to the client.

Lack of time made it impossible to include all the features from the original concept in the prototype. As much as we would have liked to continue working on ActiMe, BBC Prototype provided us with other briefs and we had to stop any further development.

We originally planned on having 4 locations, but unfortunately there was not much time left at the end of the semester. For this reason we decided not to go through crunch time as exams and assignments were near.

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