27/04/25 – Reflection: Mission Briefing Improvements & Practical Cuts
🎬 Mission Briefing Video – Style Overhaul
Yesterday, I watched all seven Mission: Impossible films' opening briefings to gain inspiration for refining my own. The intros—especially from the first film (still my favourite)—offered practical insights and stylistic benchmarks I've now adopted:
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I redesigned my agent profile screen to mimic the aesthetic and timing of the originals. My earlier versions were slow and clunky; the new ones are punchier and visually aligned with the franchise.
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The eye-scanner animation was another issue—mine took far too long. The films show these ID scans happening almost instantly, so I've now sped them up to save time.
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Originally, I tried adding custom facial scans of participants for immersion—but this would mean re-editing and rendering a new version every time the team changes. It's just not sustainable. So, I've scrapped that and will stick to generic profiles with swappable images, which are far quicker to update.
These changes have significantly reduced the workload and brought the tone more in line with the sleek, efficient intros of the MI franchise.
📽 Visual Delivery + Smoke FX Integration
One thing I noticed in Fallout (MI6) was the use of a large projection screen as the delivery method—something I initially avoided because I wanted something more interactive. But on reflection, it could work well for our purposes, especially in a classroom setup.
That said, I still love the idea of a hidden object revealing the mission. In MI3, it's a disposable camera; in MI6, it's Homer's Odyssey. I don't want to copy either exactly, but the concept is great. I'm still attached to the telephone idea—picking up the receiver could trigger the projection and audio.
To simulate the iconic "self-destruct" smoke, I looked into small-scale fog devices:
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Found model train foggers powered by 9V batteries—cheap (~£35), simple, and potentially remote-triggered
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Might need help from someone more tech-minded (thinking Abby from work)
If I can get the timing right, this would create an unforgettable moment.
🗺 Room Layout & Narrative Simplification
I've officially decided to scrap the Tower from the experience. It adds unnecessary travel time and doesn't serve the narrative as strongly now that I'm restructuring the flow.
Instead:
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ST11 may no longer need to be immersive. It could become a simple classroom briefing zone.
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This means cutting a couple of the early puzzles I'd planned—but that's fine. Less build, tighter focus.
Stacey's feedback about timing constraints keeps proving right: it's easier to start small and build up than to cut down once everything is live. I'm finally committing to that approach.
🧩 Puzzle Development & Visual Tricks
Some elements I saw in the films sparked new puzzle ideas:
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Split-image puzzles: show participants half of an image or document (e.g. Holbrook's manifesto), then task them with finding the missing half later. It builds suspense and motivates forward movement.
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Highlighted text animations: animated emphasis on specific lines from Holbrook's notes, leading into a task or password clue.
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Visual layering: I've realized my current puzzles are too flat visually. Adding dynamic elements will improve the tactile feel of the experience.
These ideas are now shaping the puzzles and clues—less static, more story-driven.
✅ Summary: What's Changed
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✔ Agent profile screens redesigned in authentic MI style
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✔ Eye-scan animations shortened
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❌ Removed participant-specific face scans (too labour-intensive)
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✔ Considered new delivery options (projection, hidden book/phone)
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✔ Fog device identified as viable option for smoke effect
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✔ Tower removed from location plan to reduce travel time
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✔ Puzzle design shifted to include split-image and text-layering mechanics
🎯 Next Steps
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Finalize the intro video script and delivery method
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Experiment with projection + fog effect (test feasibility and safety)
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Simplify room flow: define each space's narrative role and clue function
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Update Acts spreadsheet with new structure
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Begin building revised puzzle prototypes with dynamic visuals