Week 11

Focus of the week:

  • Iterated based on playtest feedback
  • Fixed bugs
  • Adjusted pacing
  • Refined pruning interaction
  • Simplified narration
  • Added dialogue cues to guide tool usage
  • Enhanced visuals

This week, we focused on iterating based on playtest feedback, addressing both usability issues and overall experience quality. Much of our work centered on fixing bugs, refining timing, and improving clarity so that guests can engage more smoothly with the experience.

On the programming side, we resolved a range of technical issues, including lighting inconsistencies, sound effect timing, and interaction triggers. We also adjusted the pacing of key moments, such as the butterfly scene and the ending, to give guests more time to absorb and enjoy these moments, creating a more immersive experience. In addition, we improved the pruning interaction so that branches closest to the Vive tracker are now removed, making the interaction feel more intuitive and responsive.

Based on playtest observations, we noticed that many players picked up the pruning scissors immediately upon entering the space. However, since the pruning interaction was originally designed for the later part of the experience, this created confusion when the tool did not seem to work early on. To address this, we introduced an additional interaction by adding trimable hedges into the environment. This allows players to engage with the scissors right away, helping them understand how the tool works while also reducing confusion and maintaining engagement throughout the experience.

From an audio and narrative perspective, we introduced new background music that evolves across the experience, shifting from calm tones to a slightly faster pace as the experience reaches its emotional peak. We also made an important narrative adjustment based on feedback: some guests were confused by the use of two voices in the narration, a grandmother and a younger female voice representing the granddaughter (and implicitly, the guest). Since this connection was not always clear and the younger voice could not represent all players, we decided to remove it and shift to a single-voice narration, presenting the story as the grandmother’s monologue.

To further address confusion in the experience, we added more dialogue cues to guide players on how and when to use different tools, such as the claw and pruning scissors. These additions aim to reduce hesitation and help players feel more confident in their actions.

On the visual and art side, we continued enriching the environment. We used spline-based paths to create more natural butterfly movement, enhancing the sense of liveliness in the space. The art team also produced additional environmental assets, including fences, bricks, and rocks, to make the garden feel more complete and immersive.