Exploring in Parallel
Weekly Overview
Following our Halves presentation, we began exploring new directions for the Ring through parallel development. We started with concept art for different physical installations, selected Lazy Susan for further development, and researched the gameplay, mechanics, and materials needed to build it. In parallel, another part of the team investigated how 3D depth and motion work on our cylindrical display. These explorations will prepare us for Halloween Playtest Day.
Physical Setup โ From Concept Art to Lazy Susan
One of our goals after Halves was to explore how the physical setup could become part of the gameplay experience rather than simply supporting the screen. We created concept art for different installations, considering how players would stand around the Ring, interact with its structure, and connect physical actions to content on the display.

After exploring these possibilities, we decided to focus on Lazy Susan: a rotating ring beneath the fixed cylindrical display that lets players physically control the movement of items between stations. This direction gives the Ring a shared physical interaction closely connected to its circular shape.

Gameplay Design
Alongside the physical design, we developed a cooperative concept for two to four players positioned at stations around the Ring. Pizza-making is our current example: players share ingredients, tools, and tasks to complete orders. We explored transferring items through virtual tunnels or along a conveyor controlled by the rotating ring. Our main question is how the setup can encourage communication and coordination between players.

Components and Installation Research
To turn the idea into a working prototype, we researched the components and installation requirements of the rotating setup. We considered how the moving mechanism would fit around the stationary screen, how parts could be assembled, and which materials were needed. We began purchasing components and preparing the assembly process. Most parts are expected to arrive early next week.

3D Exploration โ Depth and Motion on the Ring
While part of the team developed the installation and gameplay, another group explored 3D environments on the cylindrical display. We investigated two kinds of depth: perspective depth, where a camera inside the scene captures the world around it, and looking-in depth, where the cylinder acts like a window into a 3D space. We experimented with viewpoint-based cameras, but found that images appeared correct only near certain viewing positions (approximately ยฑ30 degrees). Between viewpoints, images could appear doubled. This revealed a limitation of presenting different perspectives to multiple viewers on the same display.
We then developed a working racing demo, RingRacer, using a central 360-degree camera capture. A display shader maps the captured environment onto the cylinder and adjusts it with the car’s heading, keeping the road ahead visible. The current single-player demo includes a curved track, three timed laps, cones, and off-road slowdown. As the car moves, nearby objects pass quickly while distant mountains move slowly. This motion parallax creates a stronger sense of traveling into the screen and gives us a concrete way to evaluate 3D depth and movement on the Ring.
Next, we want to tune the camera position and steering, test reversing and collisions, and observe what viewers around the cylinder can see.
Next Week โ Halloween Playtest Day
On Monday, we plan to invite our advisors to try the 3D demo and share feedback, finalize the Lazy Susan gameplay direction, and begin implementation. As components arrive on Tuesday and Wednesday, we will begin assembling the physical setup and integrating it with the game. We aim to hold our first internal playtest on Thursday and use the results to make adjustments. Our milestone is Halloween Playtest Day on Saturday, October 31. We hope to present an initial playable Lazy Susan experience alongside the 3D demo, gathering feedback on physical interaction, communication, and 3D perception.

