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The Interactive Dome Project

Title: Designer/Producer
Location: Carnegie Mellon University
Team: The Dome Team [link]
Date: Spring 2004

The Interactive Dome Project centered around an inflatable dome that functioned like a mini-planetarium. We explored and implemented interactivity in this immersive display space. Over the course of the semester, I led my team in developing two prototype dome exexperiences: Domites and WARP: Team Delta.

Domites

The open-ended, psychedelic Domites, our first prototype, allowed three guests to interact with creatures called Domites using two joysticks and a mouse. Guests could manipulate tools that colored, moved and split the Domites. The playful experience was periodically punctuated by explosions which reduce the population of Domites.

One of the more subtle features of Domites involved the dynamic mixing of looping musical tracks. Specific colors of Domite mapped to distinct musical loops. The volume of a loop was tied to the number of Domites of the appropriate color in the world. When the world exploded, not only was the slate wiped clean visually, but a new set of sounds would be attached to the different colors of Domite, creating a new sound space to explore.

WARP: Team Delta

Our second prototype, WARP: Team Delta centered around a cockpit metaphor for the inside of the dome. Built for four players, WARP consisted of 3 different roles: pilot, engineer, and gunner. The pilot steered the ship, while the two gunners controlled either laser guns or robotic grappling arms. The fourth player, the engineer, used a touchscreen to monitor energy levels, reroute power, call for help and so on.

WARP stressed cooperation among the players. We designed situations that forced the players to communicate and cooperate to get the most out of the experience. We augmented the gameplay of WARP with a number of sensory stimuli. The immersive nature of the dome made motion feel much more real, and bass shaker speakers mounted inside the seats gave a surprising rumble at appropriate times. Audio, including dialogue, music, and sound effects, rounded out the experience, giving players a good feeling of "being there."

As a Designer on this project, I...

  • ...developed gameplay concepts including story.
  • ...designed, coded and iterated user interfaces.
  • ...directed the development of artwork.
  • ...wrote dialogue and directed voice acting/recording.
  • ...oversaw sound/music design.
  • ...researched effective techniques for taking advantage of interactivity in the dome environment.
  • ...documented our designs.

As the Producer for this project, I...

  • ...organized and ran playtests.
  • ...collected and analyzed playtest results.
  • ...coordinated and managed the team's efforts and resources.
  • ...scheduled and ran weekly meetings.
  • ...maintained the group's website.
  • ...wrote, consolidated, and edited project documentation archive.

Teammates: Ruth Comley, Jen Smith, and Greg Wieder

 

All site design, artwork, and writing © 2002-2007 Eben Myers.

 
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