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The Monster of
…Munster
•    Detective exploration game

                                                •    Find out what/who the Monster is by
                                                     shining a light on the case
     
    
‘The participant is a detective, 
                                                •    Gadget motion sensing (Flashlight)
looking for the Monster of 
Münster in a film noir setting, 
                                                •    Object manipulation 
but who/what is the Monster?’
                                                •    Textual clues (hints)

                                                •    Visual clues (coloured objects)




Narrative | 
 Interaction
ʻThe Monster of Münster is not "
an actual Monster, but a
representation of everyday social
problems like filth, !
petty crimes, excessive
advertisement etc.ʼ"




‘Punchline: Everyone is a "
possible Monster’"



Narrative
‘Creating a moody setting
where things are not what they
seem’ 




Visual Style/Narrative
‘Creating a moody setting
where things are not what they
seem’ 




Visual Style/Interaction
‘Shaping a world that is both
recognizable and bizarre’




              "ʻUsing coloured objects
          to draw attention on a "
          black & white backgroundʼ "



Visual Style
‘Using the geometrical
shapes and lines of the façade
to built our 2D setting,"
in a heavily stylized manner'




     
'Stylizing the urban environment in a
   subtle 'gothic' way'



Visual Style
‘Usingtextual clues in the
background to help/direct the
participant’




Visual Style/Interaction"
•  No avatar
•  Highlight objects that represent
   a ‘social problem’
•  Visual Clues (objects, lights)
•  Textual Clues (narrative) 
•  Colour the world, revealing a
   better reality
•  9 stages seperated by lamppost




Interaction
•  'Catch' Monster by shining the
   light on a object for X seconds
•  Monster will only stay at one
   place for X seconds
•  The more participants, the easier
   (max X participants)
•  Monster = never caught, always
   escaping
•  In the end, we are all monsters




Interaction
Technical Requirements:"                           Content Requirements:"
•    Beamers"                                      •    Animated background"
•    Flashlight gadget (LED-throwies?)"            •    Lightning effects (based on flashlight)"
•    Functioning urban background setting"         •    Striking textual & visual clues "
•    Functioning Visual Clues (objects, lights)"   •    Moody storytelling"
•    Functioning Textual Clues (narrative) "       •    9 stages seperated by lampposts"




Requirements
Impressions
END

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Concept - Monster of munster

  • 2. •  Detective exploration game •  Find out what/who the Monster is by shining a light on the case ‘The participant is a detective, •  Gadget motion sensing (Flashlight) looking for the Monster of Münster in a film noir setting, •  Object manipulation but who/what is the Monster?’ •  Textual clues (hints) •  Visual clues (coloured objects) Narrative | Interaction
  • 3. ʻThe Monster of Münster is not " an actual Monster, but a representation of everyday social problems like filth, ! petty crimes, excessive advertisement etc.ʼ" ‘Punchline: Everyone is a " possible Monster’" Narrative
  • 4. ‘Creating a moody setting where things are not what they seem’ Visual Style/Narrative
  • 5. ‘Creating a moody setting where things are not what they seem’ Visual Style/Interaction
  • 6. ‘Shaping a world that is both recognizable and bizarre’ "ʻUsing coloured objects to draw attention on a " black & white backgroundʼ " Visual Style
  • 7. ‘Using the geometrical shapes and lines of the façade to built our 2D setting," in a heavily stylized manner' 'Stylizing the urban environment in a subtle 'gothic' way' Visual Style
  • 8. ‘Usingtextual clues in the background to help/direct the participant’ Visual Style/Interaction"
  • 9. •  No avatar •  Highlight objects that represent a ‘social problem’ •  Visual Clues (objects, lights) •  Textual Clues (narrative) •  Colour the world, revealing a better reality •  9 stages seperated by lamppost Interaction
  • 10. •  'Catch' Monster by shining the light on a object for X seconds •  Monster will only stay at one place for X seconds •  The more participants, the easier (max X participants) •  Monster = never caught, always escaping •  In the end, we are all monsters Interaction
  • 11. Technical Requirements:" Content Requirements:" •  Beamers" •  Animated background" •  Flashlight gadget (LED-throwies?)" •  Lightning effects (based on flashlight)" •  Functioning urban background setting" •  Striking textual & visual clues " •  Functioning Visual Clues (objects, lights)" •  Moody storytelling" •  Functioning Textual Clues (narrative) " •  9 stages seperated by lampposts" Requirements
  • 13. END