21/04/25 – Reflection and Story Development

21/04/2025

🎨 Creative Progress: AI Visuals & Voiceovers

Yesterday, I experimented with using AI tools to create character portraits. I uploaded real photos and generated stylized character images, which saved a huge amount of time (no photography or editing needed). The results are surprisingly effective and add a lot to the world-building.

I also tried using 11 Labs to create voiceovers for the mission briefing intro, but quickly hit my usage limit—and honestly, I wasn't satisfied with the tone or pacing. Hearing the script read aloud helped me realize it needs to be tighter: more Mission: Impossible, less meandering monologue. I'll rewatch some actual MI intros to better capture that punchy, suspenseful style.

🎞️ Scene Flow & Immersive Design (Walkthrough w/ Stacey)

I ran through the story with Stacey, recording the session for reference. It helped highlight narrative gaps, especially around the ending, and clarified which scenes are working well. Here's a breakdown of the current flow:

🧭 Story Outline (Mission Briefing + Escape Room Progression)

1. Intro: Conference Room (Inciting Incident)

  • Setting: Ideally the management conference room

  • Experience: A Mission: Impossible-style video briefing with facial scan visuals

  • Narrative:

    • Dr. Trent Holbrook is declared a traitor.

    • He was researching "Hunters" for a covert agency and went off-grid.

    • Participants are tasked with retrieving his research from Crawley College.

Materials Given:

  • Tablet (used for photo documentation & handler communication)

  • Profile on Holbrook

  • Key with white rabbit icon (leads to hidden book clue)

  • First half of the Lexicon puzzle

2. ST11 Immersive Room: Holbrook's Hideout

  • Design: Converted into a storeroom/hidey-hole

  • Puzzles:

    • Hidden Alice in Wonderland book (requires rabbit key)

    • Second half of the Lexicon inside the book

    • QR check-in reveals handler video

  • Narrative Update:

    • Handler ("Tac") reveals Holbrook's paranoia, odd behavior, and disappearance

    • Tac seems logical; Holbrook's methods described as erratic

3. ATC Immersive: Holbrook's Classroom

  • Design: Simulated classroom with content about ADHD behaviors

  • Puzzles:

    • "Wipe-to-reveal" clue opens box containing:

      • Spiral map

      • QR code

      • Key to the pod

      • Blacklight pen

  • Narrative Update:

    • Participants begin understanding Holbrook's theories

    • "Hunter in a Farmer's World" metaphor introduced subtly

    • Hidden spiral map shows route to the pod

4. Pod Immersive: Archive Office

  • Experience: Darker tone, emotionally charged

  • Narrative:

    • Participants meet Lupa (video)—accused of killing Holbrook

    • Holbrook's posthumous video ("If you're seeing this, I'm dead")

    • Misdirection: Was it the agency? Was it Lupa?

    • Lupa reveals Holbrook was betrayed by Tac and the agency

  • Twist:

    • Tac orders participants to destroy the data

    • Lupa urges them to preserve and complete it

  • Choice-Based Pathway: Participants must choose who to trust

5. Final Room or Return: The Strategy Archive

  • Climax (in development):

    • Discover Holbrook was building a "Hunter Support Archive"

    • Strategies are incomplete—participants must finish his work

    • The final reveal: Tac is the true antagonist

    • Possible thematic ambiguity around Holbrook's fate (suicide implied but not confirmed)

🔧 Design Solutions & Challenges

  • Physical clues: College ID badges with fake names and clues (e.g., classroom locations)

  • Gamification: Lexicon puzzle, hidden keys, QR-based progression, team role assignments

  • Participant Roles: Each player has a unique function (e.g., archivist, code breaker, communicator)

  • AI Integration: Face-scan visuals and character images save production time

🌀 Symbolism & Visual Narrative

  • Fibonacci Spiral:

    • Embedded throughout story, maps, puzzles, and visual elements

    • Agency logo subtly unravels into a spiral in the final act

    • Used as a metaphor for natural complexity vs. institutional rigidity

⏱️ Timing & Structural Realism

  • Total duration target: 60–90 minutes

  • Concerns raised:

    • Travel time between rooms

    • Slow-moving teams

    • Puzzle complexity

  • Solutions:

    • Walkthrough test planned to set room-by-room time estimates

    • Consider removing one room to streamline flow

    • Incorporate timers and radio check-ins to keep teams moving

💭 Reflections

  • Feeling overwhelmed by the project's scale—but also proud of what's been built so far

  • Need to transition from brainstorming to execution

  • Priority: solidify story, simplify where needed, and test run the experience

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