On Wednesday, February 26th, we presented our Halves presentation in front of ETC faculty and students. Halves is a mid-semester milestone where all project teams present their progress to the entire faculty.
Presentation
First, we provided an overview of our project and its goals. We emphasized that our game is designed to spark interest in learning music within a cultural context.

To help the audience understand our map and quest structure, we briefly explained the game’s missions and how they align and connect to form a parallel mission structure.

To conclude our presentation, we discussed playtesting feedback and the design decisions we made, demonstrating our iterative process.

Feedback
Presentation
- Text went by too quickly (too much text).
- Text was too small for the flowchart.
- Show how things come together rather than just presenting individual contributions.
- Demo was too fast, and quest text appeared too quickly.
Content (Things We Missed to Explain)
- How do players learn music? Explain whether they need to understand pace and speed.
- How do we want players to feel during the experience?
- Can players make choices and mistakes?
- Why is the minigame 2D instead of maintaining a consistent style throughout the game?
Goals & Scope
- Camera was too far away, and the framing was awkward.
- Should include metrics on whether players learn music from cultural contexts, as well as playtest goals and assessments.
- Focus on either art or mechanics—scope control is important.
- Explain the melody design (e.g., why not use “Fire Fire Fire”?).
Next Steps
We’ll work on managing the feedback and work on the future tasks when we come back from the Springbreak.