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XDW
XDWEXPERIENCE DESIGN for game- and story- WORLDS
XDWEXPERIENCE DESIGN for game- and story- WORLDS
TRANSMEDIA + EXPERIENCE
EXPERIENCE DESIGN.
...AUDIENCE AT CENTRE
...NO AUDIENCE NO MEANING
...MEMORIES AND EMOTIONS
TRANSMEDIA ARCHITECTURE.
TRANSMEDIA STRUCTURE.
EXPERIENCE DESIGN.
TRANSMEDIA ARCHITECTURE.
...STORYTELLING
...GAMEPLAY
...SPECTACLE
...PARTICIPATION
TRANSMEDIA STRUCTURE.
EXPERIENCE DESIGN.
TRANSMEDIA ARCHITECTURE.
TRANSMEDIA STRUCTURE.
...GAME DESIGN
...NARRATIVE & STORY STRUCTURE
...APP DESIGN - UI & USABILITY
...WEB DESIGN
...THEATRE & PERFORMANCE
...+ ‘KNOWNS’ OF OTHER MEDIA IN THE MIX
EXPERIENCE DESIGN.
TRANSMEDIA ARCHITECTURE.
TRANSMEDIA STRUCTURE.
BRING IT ALL TOGETHER USING AN...
INSTALMENT / LEVEL APPROACH FROM:
...GAME LEVEL DESIGN
...STORY EPISODES, INSTALMENTS & SERIALITY
AN INSTALMENT APPROACH IS PRACTICAL.
...EACH INSTALMENT IS FUNDABLE:
	

 ...WHILE THE WHOLE,WHATEVER THAT IS, MOST PROBABLY IS NOT.
...YOU ONLY KNOW SO MUCH:
	

 ...YOU CAN’T SEE THE WHOLE PROJECT, EVEN IFYOU THINKYOU CAN.
...YOU’LL LEARN THINGS ALONG THE WAY THAT CHANGEYOUR
THINKING:
	

 ... NOT LEAST FROM AUDIENCE PARTICIPATION AND CO-CREATION.
...YOU HAVE A PROJECT HORIZON THAT THAT’S MANAGEABLE:
	

 ... NO-ONE CAN MANAGE A 10YEAR / 5+ PLATFORM PLAN !
HUBBUB APPROACH
AIM FOR INSTALMENTS THAT TEAM CAN
REALISTICALLY PRODUCE:
...WITHIN AYEAR
...WITH CURRENT EXPERIENCE
...EXTENDED WITH CURRENT NETWORK
HUBBUB APPROACH
EACH INSTALMENT SHOULD HAVE:
... 6 MONTH HORIZON
... REALISTIC BUDGETS FOR CURRENT TEAM
... REALISTIC RISK LEVEL FOR ‘MONEY’ TO COMMIT
... INNOVATION AT ITS CORE
... LEARNING FOR THE TEAM
HUBBUB APPROACH
DEVELOPMENTAL RESEARCH
...XDW R&D
...FAIL QUICKLY
...APPLY LEARNING TO NEXT PROJECT / NEXT
ITERATION
CONVERGED IP & FORMATS
CLIENTS & PARTNERS : BROADCASTERS • ON-LINE CHANNELS • PUBLISHERS
SALIGIA-7
CASE STUDY
S A L I G I A - 7
ZombieAlarm#1 <S7ZA#1>
transmedia pilot:
research and development
SALIGIA-7 is a transmedia sci-fi
thriller that bridges online video,
social media narratives, live
pervasive story and game events,
mobile, print, broadcast and
theatrical.
“ T H E R E A R E Z O M B I E S O N O U R S T R E E T S ! ”
S T O R Y
3 N A R R A T I V E S
Teenagers in Amsterdam who start to display
symptoms of an unknown illness
Self-styled zombie hunters intent on finding out
what is going on
3 N A R R A T I V E S
Reactions of society to the threat of a zombie
outbreak
3 N A R R A T I V E S
print
news
News stories
get confused between
fiction and reality
broadcast
fictional current
affairs show
the story of
2 of the teens
story of
100 missing teens
MissingChristel
Community
Facebook narrative
poster and social
media campaignFacebook
narratives
ZombieAlarm
Facebook
narrative
ZombieAlarm
story blog
2 become our
protagonists
webisodes
Twitter updates
featuring a pack
of 7 teen-zombies
z-leaks
story blog
SWATsquad
reveals evidence
VUPs get
involved
UGC
spread via
twitter
gather at
events
society reacts
and deploys
ZOMBIE HUNTERS
teens become
ZOMBIES
genre fans
raise a
ZOMBIE ALARM
live events:
pervasive story
meets
alternate reality game
<S7ZA#1>
INSTALMENT #2
... LOCATIVE IMMERSIVE THEATRE
... PROLOGUE WEB SERIES & SOCIAL STORY
... GAME & NARRATIVE APP
... RELEASE DATE 2014
STATUS SALIGIA-7
EXPERIENCE DESIGN.
...AUDIENCE AT CENTRE
...NO AUDIENCE NO MEANING
...MEMORIES AND EMOTIONS
TRANSMEDIA ARCHITECTURE.
TRANSMEDIA STRUCTURE.
Entertainment
Participation
Rating
Publishing
Distribution
InspirationCuration
Sharing
Relationship
Building
Education
Duracell
Storyworld
Engagement
Business
Spread it
Add to it
Play it
Become it
Perform it
Explore it
Know it
@
Story & Game
World
HUBBUB’S CONCENTRIC PROJECT MODEL
CONSIDER:
ACTIONS TO BUILD YOUR AUDIENCE
...WHERE DO THEY GO ON THE WEB?
... HOW MUCH PARTICIPATION CANYOU EXPECT?
...WILL THEY CO-CREATE WITHYOU?
...WILL THEY WANT THEIR ACTIONS TO AFFECT THE STORY?
CONSIDER:
... HOW GROWING AN AUDIENCE MEETS
... MARKETING THE PROPERTY MEETS
...TWO-WAY DIALOGUE WITH THEM
AND
...HOW TO OFFER THEM TEASER CONTENT TO ENCOURAGE
THEM TO COME CLOSER TOYOU
CONSIDER:
WHAT ELEMENTS OFYOUR STORY- AND GAME- WORLD
...ARE ESSENTIAL
...WILL HOOKYOUR FIRST AUDIENCE
AND SO
...YOU SHOULD DESCRIBE / PROTOTYPE FOR USE INYOUR PITCH
AUDIENCE
FOUNDATION
ENABLE USER ENGAGEMENT
EMBRACE SOCIAL INTERACTION BETWEEN FRIENDSVIA THE SOCIAL WEB
BUILD COMMUNITIES AROUND YOUR STORIES AND PLAYABLE MEDIA
DESIGN AND PLAN FOR 3 AUDIENCES
Deep Content : Live Drumming
Sharing and Fan Content
Media
5-10% Creators
20-25% Fans and Sharers
65-75% Passives
Deep Content
Sharing and Fan Content
Media
PRODUCER VISION
...INTENTIONS
...GOALS
...STRATEGY
THIS IS THE SAME FOR GAME,TV, FILM,APP, CLIENT WORK.
BRING IT ALL TOGETHER AS A TEAM:
...RESEARCH
...CORE CONCEPT & CREATIVE DIRECTION
...DESIGN DOCUMENTS
STRATEGY
...CHANNEL PARTNERS / LEADING MEDIA
...CO-PRODUCTION PARTNERS / ADDITIONAL SKILLS, EXPERIENCE, FUNDING
...DEVELOPMENT PATHWAY / TIMELINE
...BUDGET LEVEL
...FUNDING STRATEGY
...PITCH STRATEGY - WHAT,WHEN,TO WHOM
RESEARCH
...MARKET
...UNIQUE ELEMENTS / APPROACH
...COMPLETENESS OF CORE CONCEPT
EVERYTHING THAT YOU KNOW STILL COUNTS:
STORY: CHARACTER, DRAMA, TENSION, ACTION, CATHARSIS, CONFLICT, GENRE
MECHANICS CHANGE, PRINCIPLES REMAIN.
WHAT CAN CREATE IMMEDIACY OF EXPERIENCE FOR THE AUDIENCE?
IS YOUR STORY SERIALIALISED OR EPISODIC ?
PROVIDE COMPELLING REASONS AND ELEMENTS TO COME BACK.
CONSIDER PATTERNS OF CLOSURE.
AUDIENCE EXPECTATION: EVERY STORY IS LARGER THAN ITS PLATFORM.
EXPERIENCE DESIGN: USER EXPERIENCE AND ACTIONS.
WHAT DO YOU WANT YOUR AUDIENCES TO DO?
THERE IS NO TRANSMEDIA FORMULA
@ianginn
IAN GINN, CREATIVE PARTNER, HUBBUB

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Experience Design for story- and game- Worlds (XDW) : Introduction

  • 1. XDW
  • 2. XDWEXPERIENCE DESIGN for game- and story- WORLDS
  • 3. XDWEXPERIENCE DESIGN for game- and story- WORLDS TRANSMEDIA + EXPERIENCE
  • 4. EXPERIENCE DESIGN. ...AUDIENCE AT CENTRE ...NO AUDIENCE NO MEANING ...MEMORIES AND EMOTIONS TRANSMEDIA ARCHITECTURE. TRANSMEDIA STRUCTURE.
  • 6. EXPERIENCE DESIGN. TRANSMEDIA ARCHITECTURE. TRANSMEDIA STRUCTURE. ...GAME DESIGN ...NARRATIVE & STORY STRUCTURE ...APP DESIGN - UI & USABILITY ...WEB DESIGN ...THEATRE & PERFORMANCE ...+ ‘KNOWNS’ OF OTHER MEDIA IN THE MIX
  • 7. EXPERIENCE DESIGN. TRANSMEDIA ARCHITECTURE. TRANSMEDIA STRUCTURE. BRING IT ALL TOGETHER USING AN... INSTALMENT / LEVEL APPROACH FROM: ...GAME LEVEL DESIGN ...STORY EPISODES, INSTALMENTS & SERIALITY
  • 8. AN INSTALMENT APPROACH IS PRACTICAL. ...EACH INSTALMENT IS FUNDABLE: ...WHILE THE WHOLE,WHATEVER THAT IS, MOST PROBABLY IS NOT. ...YOU ONLY KNOW SO MUCH: ...YOU CAN’T SEE THE WHOLE PROJECT, EVEN IFYOU THINKYOU CAN. ...YOU’LL LEARN THINGS ALONG THE WAY THAT CHANGEYOUR THINKING: ... NOT LEAST FROM AUDIENCE PARTICIPATION AND CO-CREATION. ...YOU HAVE A PROJECT HORIZON THAT THAT’S MANAGEABLE: ... NO-ONE CAN MANAGE A 10YEAR / 5+ PLATFORM PLAN !
  • 9. HUBBUB APPROACH AIM FOR INSTALMENTS THAT TEAM CAN REALISTICALLY PRODUCE: ...WITHIN AYEAR ...WITH CURRENT EXPERIENCE ...EXTENDED WITH CURRENT NETWORK
  • 10. HUBBUB APPROACH EACH INSTALMENT SHOULD HAVE: ... 6 MONTH HORIZON ... REALISTIC BUDGETS FOR CURRENT TEAM ... REALISTIC RISK LEVEL FOR ‘MONEY’ TO COMMIT ... INNOVATION AT ITS CORE ... LEARNING FOR THE TEAM
  • 11. HUBBUB APPROACH DEVELOPMENTAL RESEARCH ...XDW R&D ...FAIL QUICKLY ...APPLY LEARNING TO NEXT PROJECT / NEXT ITERATION
  • 12. CONVERGED IP & FORMATS CLIENTS & PARTNERS : BROADCASTERS • ON-LINE CHANNELS • PUBLISHERS
  • 14. S A L I G I A - 7 ZombieAlarm#1 <S7ZA#1> transmedia pilot: research and development
  • 15. SALIGIA-7 is a transmedia sci-fi thriller that bridges online video, social media narratives, live pervasive story and game events, mobile, print, broadcast and theatrical. “ T H E R E A R E Z O M B I E S O N O U R S T R E E T S ! ”
  • 16. S T O R Y
  • 17. 3 N A R R A T I V E S Teenagers in Amsterdam who start to display symptoms of an unknown illness
  • 18. Self-styled zombie hunters intent on finding out what is going on 3 N A R R A T I V E S
  • 19. Reactions of society to the threat of a zombie outbreak 3 N A R R A T I V E S
  • 20. print news News stories get confused between fiction and reality broadcast fictional current affairs show the story of 2 of the teens story of 100 missing teens MissingChristel Community Facebook narrative poster and social media campaignFacebook narratives ZombieAlarm Facebook narrative ZombieAlarm story blog 2 become our protagonists webisodes Twitter updates featuring a pack of 7 teen-zombies z-leaks story blog SWATsquad reveals evidence VUPs get involved UGC spread via twitter gather at events society reacts and deploys ZOMBIE HUNTERS teens become ZOMBIES genre fans raise a ZOMBIE ALARM live events: pervasive story meets alternate reality game <S7ZA#1>
  • 21.
  • 22.
  • 23.
  • 24. INSTALMENT #2 ... LOCATIVE IMMERSIVE THEATRE ... PROLOGUE WEB SERIES & SOCIAL STORY ... GAME & NARRATIVE APP ... RELEASE DATE 2014 STATUS SALIGIA-7
  • 25. EXPERIENCE DESIGN. ...AUDIENCE AT CENTRE ...NO AUDIENCE NO MEANING ...MEMORIES AND EMOTIONS TRANSMEDIA ARCHITECTURE. TRANSMEDIA STRUCTURE.
  • 27. CONSIDER: ACTIONS TO BUILD YOUR AUDIENCE ...WHERE DO THEY GO ON THE WEB? ... HOW MUCH PARTICIPATION CANYOU EXPECT? ...WILL THEY CO-CREATE WITHYOU? ...WILL THEY WANT THEIR ACTIONS TO AFFECT THE STORY?
  • 28. CONSIDER: ... HOW GROWING AN AUDIENCE MEETS ... MARKETING THE PROPERTY MEETS ...TWO-WAY DIALOGUE WITH THEM AND ...HOW TO OFFER THEM TEASER CONTENT TO ENCOURAGE THEM TO COME CLOSER TOYOU
  • 29. CONSIDER: WHAT ELEMENTS OFYOUR STORY- AND GAME- WORLD ...ARE ESSENTIAL ...WILL HOOKYOUR FIRST AUDIENCE AND SO ...YOU SHOULD DESCRIBE / PROTOTYPE FOR USE INYOUR PITCH
  • 30.
  • 31. AUDIENCE FOUNDATION ENABLE USER ENGAGEMENT EMBRACE SOCIAL INTERACTION BETWEEN FRIENDSVIA THE SOCIAL WEB BUILD COMMUNITIES AROUND YOUR STORIES AND PLAYABLE MEDIA
  • 32. DESIGN AND PLAN FOR 3 AUDIENCES Deep Content : Live Drumming Sharing and Fan Content Media 5-10% Creators 20-25% Fans and Sharers 65-75% Passives Deep Content Sharing and Fan Content Media
  • 33. PRODUCER VISION ...INTENTIONS ...GOALS ...STRATEGY THIS IS THE SAME FOR GAME,TV, FILM,APP, CLIENT WORK. BRING IT ALL TOGETHER AS A TEAM: ...RESEARCH ...CORE CONCEPT & CREATIVE DIRECTION ...DESIGN DOCUMENTS
  • 34. STRATEGY ...CHANNEL PARTNERS / LEADING MEDIA ...CO-PRODUCTION PARTNERS / ADDITIONAL SKILLS, EXPERIENCE, FUNDING ...DEVELOPMENT PATHWAY / TIMELINE ...BUDGET LEVEL ...FUNDING STRATEGY ...PITCH STRATEGY - WHAT,WHEN,TO WHOM RESEARCH ...MARKET ...UNIQUE ELEMENTS / APPROACH ...COMPLETENESS OF CORE CONCEPT
  • 35. EVERYTHING THAT YOU KNOW STILL COUNTS: STORY: CHARACTER, DRAMA, TENSION, ACTION, CATHARSIS, CONFLICT, GENRE MECHANICS CHANGE, PRINCIPLES REMAIN. WHAT CAN CREATE IMMEDIACY OF EXPERIENCE FOR THE AUDIENCE? IS YOUR STORY SERIALIALISED OR EPISODIC ? PROVIDE COMPELLING REASONS AND ELEMENTS TO COME BACK. CONSIDER PATTERNS OF CLOSURE. AUDIENCE EXPECTATION: EVERY STORY IS LARGER THAN ITS PLATFORM. EXPERIENCE DESIGN: USER EXPERIENCE AND ACTIONS. WHAT DO YOU WANT YOUR AUDIENCES TO DO? THERE IS NO TRANSMEDIA FORMULA
  • 36. @ianginn IAN GINN, CREATIVE PARTNER, HUBBUB