I set up the space with my print outs on the wall, my laptop and phone on the side with the comic, a folder with a bit more sketches/moodboards etc on the side, and a feedback sheet in the middle. I also had my phone set up with the comic there.
We’d like to read (1) what critique experience you found useful, why, (2) what you intend doing (and showing us) when you return from break, and (3) a very short summary as a critical opinion of what you saw at #supercrit.
Supercrit 10/5
It was helpful to talk to Caroline a few days after talking about my project, as I got some deep specific advice on my story which is what I'm looking for right now. I also put as much information on my project up on the wall so I could get feedback from people walking past when I wasn't there, as a kind of exposure practice,
One of the main concerns is still the orientation/device, which I have in the last few days decided I will design primarily for the mobile, but still make sure it works on all other devices. I also can still space things out a lot more than what I've done so far - most of my panels are still quite close like a paper comic page, and I could use the space a lot more for pacing. There are definitely still things I need to sort out with that, though, like the exact text size, and whether I'm also going to make a version (code wise) that works for ipad/tablet. I also discussed this briefly with Tristam and Tim, who pointed out if it comes to that I can just make it work for one size device for exposure/presentations and say my intentions are to make it work for both, and do that later.
With Caroline I also talked about the specific real-life metaphors for the quests, I had two of them figured out but the connection of the beast / phone call was something I hadn't thought of. I had some concerns about that implying a negative view on technology but we discussed how it can be more nuanced than that. Once I've gotten the end of the story more solidly written I should also go back over it a lot and figure out the exact pacing, see what needs to be shortened or lengthened and how I can put more meaning into it visually.
My feedback from other students was all good, people like the art style and interactivity of it. I got a lot of people saying it was good I had a lot of concept art up on the walls and explanation. Another thing I was interested in seeing people's opinions on was the nonlinear/fork in the road section - I've had one comment (in my earlier prototype) that it took away some of the immersion, so I made the design simpler and clearer in this version. I got at least three comments that people liked that part specifically, which is good.
It was also helpful to get some questions from people that I have an answer to, but hadn't thought about specifically addressing - the sorts of things I should think about explaining in my presentation and exposure.
There was a lot of interesting work from other people. It was good to see some cool design and art from people I'd only seen concepts for previously. A lot of projects had no explanation of their work, though, just some of what they've made on the table - which looked interesting, but I had no idea what it was about. I suppose a lot of people were looking for feedback specifically from when they talked to people about it, rather than from anyone who comes up to look at it as I was. It was good to see how some of the projects I discussed with people at the second showing have progressed.
For after the break, my plans are to have the story/plot completely finalised, and have a working prototype of the whole story code-wise that I can then add in the final art as I do it. I also will do more concept art for locations and overall colour palettes.


























