When I first entered the Orlando Tech Center
building I had no idea what I was in for. I heard from Christopher
Stapleton in the previous spring that the Interactive Entertainment
class would be a, “free-thinking forum for ideas and growth
of innovative concepts.” I almost had him as a teacher but
instead I opted to leave my Mondays free for work. Working in
the Interactive Entertainment course was the first time I felt
I was really working in a conceptual design course. I did not
have to be confined to strict rules and I found the general guidelines
to be very enjoyable. The only problem is that I wish I had more
time to explore the concepts more thoroughly.
Eileen Smith explained the outline of the course in an enthusiastic
tone of voice on my first day (which for me was the second week
because I couldn’t show up on the first day). She happily
told us of what amazing things we would learn about in the field
of entertainment. This would also lend itself to marketing, toy
design and theme park commerce. Each week started off with a fun
assignment that led us to explore the world around us and figure
out how we would alter environments to make our own designs for
assignments.
I found myself usually combing over my essays again and again
to try and find out where I fit in with the whole idea of making
something that was for interactive entertainment. I was frightened
at the fact of having a website due at the end of the semester
but I was more frightened by the idea of finding a story to build
my site.
When I was asked about what my favorite story was I was dumbfounded.
I did not want to make an entire website from a story everyone
knew all about. Besides, I like different stories on different
days. Things I read now sometimes I love or hate or just forget
about. Then I realized I was thinking the wrong way. The story
I had to choose had to be timeless; something that wasn’t
a piece of pop culture but a comment on human nature within an
entertaining context.
There was a story when I was young that I simply connected to
on all levels. I knew it would be the perfect story for my website
because I could build on its minimalist story. “Where the
Wild Things Are” by Maurice Sendak was written straightforward
enough to allow me to bring my own ideas to the story and meld
the style of his artwork and narrative with my concepts.
However, before I could start brainstorming about the story, I
had to learn about the various concepts that I had enjoyed in
my life purely for fun. I tried to work in ideas from my essays
that I knew I would be able to use later. This would be for future
reference to use in my website. Many times I’d have to re-read
my essays in order to see if it could help with my design.
The first assignment was to examine a playground, read a few essays
from online about playgrounds and then explains how we would design
our own playground. I thought it was going to be a difficult assignment,
considering I had not been to one since I was 11. Playgrounds
had always been a source of fun when I was young but it was a
bit of challenge for me to think of what I could do to make one
of my own.
When I arrived at Blanchard Park off of Dean Road something unusual
happened: I remembered my childhood and for the first time and
I felt nostalgic. I remembered what it felt like to be young and
explore the feeling that I could do anything. I appreciated the
websites that I read. The article about playgrounds found at http://www.pps.org/topics/play/Play_Elements
was quite in depth and even though I subconsciously knew most
of the theories about how kids have fun it was nice to see someone
to have articulated the ideas, especially the part about the importance
of aesthetics in a playground.
When I got back to class I confirmed I was now in touch with what
made me happy as a child. The possibilities I came up with gave
me a sense of the fun that would occur in the class again and
again. I learned a lot about the locations for designing a playground
and how important it is to keep the fun spread out to others beside
children. Grown-ups, the elderly and curious visitors pass through
playgrounds and might come back based on the joy that is found
in the area If they do not want to use the playground then they
can simply enjoy the scenery.
The best lesson when it came to playgrounds was how to work with
others in designing something that everyone thought was fun. Some
people had crazy ideas about planning the playground. My group
wanted to make it continually evolving and make it circular in
design, an idea that was well-received by the class.
Working in groups had not been something I had done in years and
it was refreshing to work with a group of individuals who wanted
to make such oddball ideas into reality. I’m still trying
to get over my group’s toy concept, “G.I. Joe - Gender
Bender Edition.” Though I found it disturbing I must say
I was happy to know there was never a condemnation from the teacher
or the students that the idea could not work. In fact all ideas
were met with either enthusiasm or at least curiosity.
Learning about videogames was also great. There was not a lot
that I did not already know about first-person shooters but what
always surprises me is learning about what other games people
respond to in their lives. I was surprised at how many people
still love their old Nintendo games. As the semester progressed
I found that my favorite lessons were the ones when I explored
avenues I had grown up with all this time. In fact it seemed the
class had similar feelings.
One of my favorite assignments was the assessment of theme parks.
Christopher Stapleton came in and talked about working on Islands
of Adventure at Universal Studios. There was an informative video
that illustrated how important the illusion of fantasy is in theme
parks and how important the guest’s imagination plays in
the park. The video revealed the secrets of the rides, “Spiderman,”
“Dudley Do-Right” and the show, “The Adventures
of Sinbad” but did not reveal any of the secrets of the
“Jurassic Park” section. The video was meant to give
a hint of what the park offered and certainly heightened the interest
of those in the class about its development.
I appreciated Stapleton’s inside look at the building of
the “Dudley Do-Right” ride and the Cartoon themed
area of IOA. Apparently theme parks are meant to overload the
senses, disorienting the guest at first and then giving them the
chance to explore the park on a purely visceral level. This is
helped by the blaring music piping through the park and the larger
than life surroundings with life size cartoon characters walking
around.
My parents have always considered the cartoon section of IOA to
be very gaudy and disturbing. However, it seems that it’s
exactly the way it should be in the context of making a cartoon
live. The people who visit don’t seem to mind either. I’m
curious to witness IOA when there are hardly any visitors. Would
a guest take a longer period of time going through the park or
would they still walk at the same brisk pace that is common when
you are excited? I also liked the video’s bit of information
on the idea that the building of rides should be futuristic in
order for them not to be dated when they are finally completed.
Another one of my favorite lessons was learning about Retailtainment.
My all time favorite website was http://www.x-entertainment.com/messages/512.html.
When I read about the infomercials I could not believe they were
real. The article was extremely funny but it also made a great
point about how people are “suckered” into buying
something by being manipulated into thinking they need it. The
psychology behind infomercials can be applied to all forms of
entertainment media and politics. I have bookmarked this website
to show some of my friends who are going into law school or focus
in psychology to give them a laugh.
The trip to Sci-Fi City was also eye-opening on the possibilities
of Retailtainment. I liked the rows and rows of tables set up
for all those wanting to sample the merchandise of board games.
I thought board games had declined over the years due to increasing
sales of video games. However, I tried the game “Blockus,”
which was a lot of fun. The group I had kept playing the game
the entire class period while others came over and watched us
play. Sci-Fi City had a great assemblage of books, toys, games
and all other nerdy things that my friends and I love. I learned
that there is a store for every niche in society and even though
the idea may be far-out, people will check it out. I did not know
about many places like this and I’m glad I do now.
I went back to Sci-Fi City afterward and found it to be a wonderful
place to play games and feel comfortable buying merchandise. I
think it’s important that customers are not pressured or
bullied into buying something but rather they feel compelled to
peruse the product out of curiosity and interest. It may sound
manipulative but I feel it is the best way to make the consumer
feel comfortable and have fun.
Although, IOA and Sci-Fi City were terrific excursions, my absolute
favorite learning experience was going into the VR lab and exploring
the different emerging technology therein. When I put on the virtual
reality goggles I explored a virtual kitchen used to help Alzheimer
patients remember places in their home. The graphics were good
enough to make me get used to the reality in the goggles. Many
of the students tried on the goggles and despite the graphics
not being completely realistic they seemed to have no problem
believing their surroundings. The practical nature of the device
could be quite beneficial to those who need to have special help
in day-to-day tasks.
The lab was large and it was great to explore the different facets.
I liked the room that could be lit by a single light and could
have text messages printed in it. Although I feel it is going
to be awhile before the technology I saw in the lab will be commonplace
in the world.
The only thing that was disappointing was that I wish I could
have seen a working version of the virtual reality simulator of
the military game we discussed. I like the idea of a game changing
its AI (artificial intelligence) every time it is played so the
gamer has to constantly adapt to its settings. I wondered how
the game would be used and if its uses would be only for military
purposes or for commercial use. I’m going to assume that
the technology will be so involving that the commercial sales
of the constantly changing AI games will happen soon after the
technology is perfected.
A good point of reference for making a player feel special is
the game series, “Half-Life.” Even though it does
not change game play each time you play, it does give enormous
attention to detail to make the gamer believe the computer generated
world is really alive. The game has influenced countless other
companies in the field of game design. I think many people who
do not play computer games in general would enjoy “Half-Life”
and lead them into a world of gaming.
It was then; right after the videogame essay I realized that my
only limitations in the class would be my own imagination. I could
do anything in the class because I had free reign. I tried hard
to think of the most bizarre and complex ideas for my website
but also ideas that I knew could be marketable. One of my own
personal favorite ideas was the toy design for the “Wild
Things” toys.
My toy design came from an idea I had while in class when we forming
prototype toys from white paper. I didn’t want my design
to look like anyone else’s. I realized the Sendak story
lent itself to a toy that could be assembled by interchangeable
parts. The fantasy creatures were put together by parts of other
animals and making a toy that used this idea was exactly what
I wanted for my concept.
At first I felt like I had to experiment with everything, but
I realized I had to play on my strengths. I’m a writer and
I wanted my concepts centered on the story. However, I’m
also a huge fan of theme parks and also wanted the concept to
be centered around it as well. I came up with a theme park that
had a back-story which added on to the original Sendak source
material.
This leads to me my most valuable lesson I learned in class: website
design. I had no previous experience in designing websites. Having
to upload the essays each week was a hassle. Luckily Matt DeSalvo
was able to show me how to use Dream-Weaver software in order
to build an engaging and vibrant website. Before then I had to
struggle to use html to design the website and link it up properly.
I thought it was going to be a disaster and I was considering
leaving the class before I would have the chance to fail. Yet,
I decided to stick with it and I’m glad I did.
If not for Matt I would have probably resorted to paying someone
to design my website because I could not get my skills up to speed
in time. I hope UCF offers a course in website design that a student
can use for their own practical purposes. This would be a very
helpful course in instructing people on how to make a site advertise
your material.
It was difficult at first because I did not know how to use any
of the tools that were in Dream-Weaver. The tools were unlike
that of Microsoft word or power point and required many hours
of patience and hours of meticulously created text and pictures
for the website to be uploaded properly and formatted correctly.
Once I learned the program it nearly became second nature to me.
I noticed that color plays an important role in the design of
the website. The colors must be bright but not distracting or
irritating to the eyes. It also has to be easy to follow because
the viewer will not want to pursue the links further if they are
hard to find them or if they are not engaging enough. It also
helps to be pretty original in the creation of your website. So
many websites I see on a daily basis seem like clones of one another
but with different text. It’s important to change up the
material and make it original to stand out among the billions
of pages.
The pictures I chose to put on my site were mostly original artwork
from an art major at UCF. I told the student, Wesley Gunn, a general
guideline for drawing pictures on the website. I had to learn
how to articulate instructions for the innovative concepts I was
trying to formulate. I wanted him to be given the same free reign
I had been given to see what he could develop.
When I presented my website in class and saw the other presentations
I realized how different each person decided to take their idea.
Some of their ideas I decided incorporate into my own website.
These were mainly layout and formatting of text that was easy
to read. I would have liked to put music on my website but I find
it distracting and not worth the effort on the site. I wish I
could have uploaded some video to my site but I learned it was
really unnecessary for the design I was going for. I did not have
enough time to make a video but considering the story is literature
to begin with I think the text and pictures go well with it.
I learned a lot about business through the interactive entertainment
course. I am considering trying to get my website approval from
Maurice Sendak. My model for the website was that I wanted to
make sure the content would shine through the effects and make
it interesting. I want it to be appealing to the company I would
be trying to sell the creative property. Any effect I give on
my website would pale in comparison to the effects they could
make on a professional level. I want to sell the idea to them
so they can build on it like I did with Sendak’s work.
Interactive Entertainment was a very enjoyable course; a welcome
change of pace from my film courses. I think it has helped me
in my filmmaking to see how people respond to a story and develop
an emotional attachment to the characters. The timeless stories
are the ones that people have connected to over the years and
I think the story “Where The Wild Things Are” will
be around for a long time to come.
It was great to focus on the positive aspects of our culture that
have influenced me thus far. Videogames, theme parks and toys
have shaped the way I designed the concepts in the course and
I wish I could do more with them in a practical sense.
I think a two semester course in Interactive Entertainment would
be a good idea for those who have the drive to make these ideas
come to life. They can spend one semester developing their ideas
and the other trying to market them. The industry is constantly
looking for new people and the possibilities of the new Game Design
school offers a slew of courses dedicated to just that. I wish
I could have examined the building of a videogame in order to
make my “Where the Wild Things Are” videogame more
involving instead of a summary of what I would like to do with
it.
All in all I really just wish I had more time to explore in the
classroom and outside of it. I feel like I’ve only scratched
the surface of the media in Interactive Entertainment. I want
to see the meat of the work; how things are designed, how much
it costs and how things get developed. Most importantly, I want
to know what companies are willing to take a chance on an idea
that is so bizarre and costly they could risk ruin from it. It
was briefly touched upon in class, but a more vivid analysis on
this idea I think would be great.
The things I’ll remember the most is the encouragement of
creativity and the embrace of new technology in its various forms.
I wish there was more time in college to explore all the vast
avenues of the digital media department. Even though I’m
graduating (hopefully) in the spring I want to keep the website
I’ve created and use it for future reference. I liked it
so much I want to keep designing websites and use this form. Even
if the website does not become a marketable concept the process
of making it was my own reward. I had fun and I learned.