Interesting Choice is an experimental interactive live-action dramatic webseries where the viewers decide what happens. This presentation explores our approach to crafting an interactive narrative with this project.
The document discusses the nature of conflicts and quarrels between humans. It notes that conflicts are an inherent part of human nature, arising from factors like pride, arrogance, desire to be right, and jealousy. It outlines different causes and styles of conflicts, including avoiding, accommodating, competing, compromising, and collaborating. The document recommends several tips to reduce conflicts, such as controlling one's tongue, being patient, accepting mistakes, giving value to others, and maintaining a circular energy flow during discussions. It emphasizes the importance of avoiding conflicts to attain higher levels of Jannah.
This document discusses racism and ethnic diversity in Brazil. It begins by defining racism as prejudice and discrimination between races. It then notes the ethnic diversity in Brazil, which includes indigenous people, white Europeans, blacks, and mixed races. The document questions why images of Jesus Christ are often depicted as white despite likely being Middle Eastern. It suggests this was a form of "marketing" to attract more converts to Christianity. The document also discusses subtle and everyday forms of racism, like jokes and catchphrases that stereotype certain groups. It notes that those who suffer from racism may experience lasting suffering and isolation. Overall, the document aims to encourage ending ignorance and prejudice between races.
- Both interviewees preferred games with extensive storylines and content that immerse the player for a long period of time. The research also showed popular games like Fate/Grand Order and Fire Emblem are known for their epic storytelling.
- A linear narrative was preferred over a more complex multi-faceted one, as it makes the story easier to follow. However, customization was also valued to make a character unique.
- Successful games researched like League of Legends drew in players through diverse aesthetics and lore, keeping them engaged over many years.
Designing Meaningful User Journeys - Confab Intensive 2016Matt Edwards
Chances are, you’re already using user journeys to plan how people will interact with products you design. Writers have been doing this for centuries—creating characters, and working out how those characters interact with their newly designed world. In this workshop, we’ll discuss one common narrative framework, Joseph Campbell’s “monomyth,” and how we can use it to create robust user journeys that drive helpful design and address real human needs.
If you're ready for a fresh approach to user experience, join this workshop and learn how to:
- Introduce useful tools from screenwriting that apply to user journey mapping
- Identify bottlenecks, important players, and deeper underlying challenges of design problems
- Explore how critical frameworks from comparative literature and film theory can be useful in evaluating user experiences
Designing Narrative: Contrast, Timing, and ContextMichael Leis
As the Mobile Web moves forward, we can use narrative modeling from Aristotle, film, and TV, as well as concepts unearthed by Eisenstein to create subtext and meaning in digital user experience.
“Data can persuade people, but it doesn’t inspire them to act; to do that, you need to wrap your vision in a story that fires the imagination and stirs the soul…” – Harrison Monarth, HBR
Presented: Symantec Design Community on March 26, 2014
Ui is Communication: How to design intuitive, user-centered interfaces by foc...Everett McKay
This document discusses designing intuitive user interfaces by focusing on effective communication. It introduces the concept that the UI is a form of communication between users and technology. The speaker advocates designing UIs similar to how one would explain tasks to another person, focusing on clear, goal-oriented communication without unnecessary complexity or technical jargon. Examples are provided to illustrate intuitive versus less intuitive UI designs based on communication principles.
Agile team professionals often find themselves working on projects with tight deadlines, tighter budgets, and unreasonably high expectations for success. Too often user research, usability, and design processes are compressed or even cut entirely for the sake of time, while development and business analysis time is increased. As UX professionals become more involved with agile development methods, we have discovered novel approaches to user-centered design that are adaptable to any budget or deadline.
This discussion will explore how user research, usability, IA and interaction design practices are adapted and thrive in agile projects.
Focusing on their experiences at Agile 2009 in Chicago this past fall, they will discuss:
* How to provide timely and valuable UX support to stressed web development teams
* How to let go and modify research/design/development dogmas
* How to advocate for users when time for user research and usability are unavailable
* How to balance rigor, quality, and speed
The document discusses the nature of conflicts and quarrels between humans. It notes that conflicts are an inherent part of human nature, arising from factors like pride, arrogance, desire to be right, and jealousy. It outlines different causes and styles of conflicts, including avoiding, accommodating, competing, compromising, and collaborating. The document recommends several tips to reduce conflicts, such as controlling one's tongue, being patient, accepting mistakes, giving value to others, and maintaining a circular energy flow during discussions. It emphasizes the importance of avoiding conflicts to attain higher levels of Jannah.
This document discusses racism and ethnic diversity in Brazil. It begins by defining racism as prejudice and discrimination between races. It then notes the ethnic diversity in Brazil, which includes indigenous people, white Europeans, blacks, and mixed races. The document questions why images of Jesus Christ are often depicted as white despite likely being Middle Eastern. It suggests this was a form of "marketing" to attract more converts to Christianity. The document also discusses subtle and everyday forms of racism, like jokes and catchphrases that stereotype certain groups. It notes that those who suffer from racism may experience lasting suffering and isolation. Overall, the document aims to encourage ending ignorance and prejudice between races.
- Both interviewees preferred games with extensive storylines and content that immerse the player for a long period of time. The research also showed popular games like Fate/Grand Order and Fire Emblem are known for their epic storytelling.
- A linear narrative was preferred over a more complex multi-faceted one, as it makes the story easier to follow. However, customization was also valued to make a character unique.
- Successful games researched like League of Legends drew in players through diverse aesthetics and lore, keeping them engaged over many years.
Designing Meaningful User Journeys - Confab Intensive 2016Matt Edwards
Chances are, you’re already using user journeys to plan how people will interact with products you design. Writers have been doing this for centuries—creating characters, and working out how those characters interact with their newly designed world. In this workshop, we’ll discuss one common narrative framework, Joseph Campbell’s “monomyth,” and how we can use it to create robust user journeys that drive helpful design and address real human needs.
If you're ready for a fresh approach to user experience, join this workshop and learn how to:
- Introduce useful tools from screenwriting that apply to user journey mapping
- Identify bottlenecks, important players, and deeper underlying challenges of design problems
- Explore how critical frameworks from comparative literature and film theory can be useful in evaluating user experiences
Designing Narrative: Contrast, Timing, and ContextMichael Leis
As the Mobile Web moves forward, we can use narrative modeling from Aristotle, film, and TV, as well as concepts unearthed by Eisenstein to create subtext and meaning in digital user experience.
“Data can persuade people, but it doesn’t inspire them to act; to do that, you need to wrap your vision in a story that fires the imagination and stirs the soul…” – Harrison Monarth, HBR
Presented: Symantec Design Community on March 26, 2014
Ui is Communication: How to design intuitive, user-centered interfaces by foc...Everett McKay
This document discusses designing intuitive user interfaces by focusing on effective communication. It introduces the concept that the UI is a form of communication between users and technology. The speaker advocates designing UIs similar to how one would explain tasks to another person, focusing on clear, goal-oriented communication without unnecessary complexity or technical jargon. Examples are provided to illustrate intuitive versus less intuitive UI designs based on communication principles.
Agile team professionals often find themselves working on projects with tight deadlines, tighter budgets, and unreasonably high expectations for success. Too often user research, usability, and design processes are compressed or even cut entirely for the sake of time, while development and business analysis time is increased. As UX professionals become more involved with agile development methods, we have discovered novel approaches to user-centered design that are adaptable to any budget or deadline.
This discussion will explore how user research, usability, IA and interaction design practices are adapted and thrive in agile projects.
Focusing on their experiences at Agile 2009 in Chicago this past fall, they will discuss:
* How to provide timely and valuable UX support to stressed web development teams
* How to let go and modify research/design/development dogmas
* How to advocate for users when time for user research and usability are unavailable
* How to balance rigor, quality, and speed
The document discusses the results of audience research conducted for a media studies coursework project on creating a film trailer. A questionnaire gathered information on respondents' preferences for film genres, expectations for trailers, and what creates tension in horror films. The results showed a preference for horror and comedy genres and for using voiceovers in trailers. Additional research was conducted on film posters and magazine covers to understand what draws attention and viewer preferences. The research results will help inform the design and content of the film trailer, poster, and magazine cover created for the project.
This document discusses linear vs non-linear narratives in games. Linear narratives follow a single predetermined path, while non-linear narratives offer choices to the player, dynamically generating plot elements. Non-linear narratives allow for variability, consequences on the game world, and greater player agency and emotional investment. However, they are also more complex and expensive to create. The Chat Mapper tool is introduced to help designers visualize and script branching narratives, generating assets and screenplays to test narratives before export to game engines.
The document provides an overview of media production stages and examples of pre-production processes such as storytelling, scriptwriting, and iterative testing. It discusses defining the audience and media type, developing ideas, characters, and themes through "what if" questions. The document emphasizes starting with personal experiences and testing through multiple drafts to create high quality final scripts.
This document summarizes Marta Fijak's talk on the practical applications of game design theory. The talk discusses why game design theory is useful despite its use of complex terminology. Theory can help with communication, provide structure, and give designers more tools to draw from. Fijak then provides examples of how frameworks relating to decision density, anticipatory play, complex systems, and narration can be applied to problems in game design. She concludes by encouraging designers to actively learn and apply theory, teach frameworks to other designers, and critically discuss theory in an organized book club.
The document discusses a media trailer created by the author that follows horror genre conventions seen in films like "28 Days Later" with themes of a global crisis and zombie attacks. Research was conducted on real trailers, magazines, and film posters that influenced the style and elements of the author's trailer, magazine cover, and poster. Feedback was collected that showed most found the trailer interesting but some felt it lacked gore and the plot was unclear. Suggestions for improvement included making the voiceover clearer and quickening the beginning.
The document discusses a media trailer created by the author that follows horror genre conventions seen in films like "28 Days Later" regarding themes, costumes, props, and locations. It summarizes how the trailer, magazine cover, and film poster were influenced by and developed upon conventions from real media texts within those genres regarding visual style, layout, use of motifs like blood, and ambiguous portrayals of protagonists. Audience feedback indicated that some found the beginning too slow and voiceover unclear, but most found it interesting and the story/plot good.
The document discusses designing casual MMOs for a different audience than traditional MMOs. It emphasizes focusing on passengers (players) rather than the driver (designer). Key points include understanding the target players, setting clear guideposts for goals, assessing competitors, clearing assumptions, designing for the player experience through user stories, and being willing to change designs based on testing and new problems that arise.
2. personal production project researchWill Stewart
Here is a summary of the key points from the interview:
- The interviewee's favorite character is from GTA 5 because of the level of customization and sound effects. They enjoy having options to change vehicles.
- Call of Duty Advanced Warfare impressed them the most in terms of design due to the futuristic weapons and customization options.
- Harry Potter is disliked due to old graphics and character limitations.
- Pokemon Go was found annoying because characters are not always easy to find in the real world locations.
- Some disappointments include graphics that don't match the system capabilities and characters that are not fully developed.
Overall, this interviewee seems to value open world games with in
This document provides guidance on writing reviews in newspapers or magazines. It discusses the typical structure of a review, including an overview, pros and cons, and a verdict. It also offers advice on brainstorming ideas, paragraph structure, and useful language for different sections of the review. Key aspects covered include providing factual details, balancing objective and subjective views, and clearly recommending whether the subject is worth experiencing.
The document provides guidance on the pre-production phase for creating a film trailer or short sequence. It recommends conducting research on film genres, conventions, target audiences, and representation. This includes analyzing existing trailers, questionnaires, and considering representation in the chosen genre. It also suggests researching institutions, creating treatment, script, storyboard, shot list, schedule, test shots, locations, props, and soundtracks. The goal is comprehensive planning to facilitate high quality production and evaluation blog posts.
When educators develop and present programs, we don’t do it to display our PowerPoint skills or to show off the speaking tips we’ve gleaned from the latest TED talk. True educators build and deliver programs to inspire and enable their audiences to help move emergency services forward. So where do so many go wrong? This program isn't about PowerPoint tips and tricks (although some are included). Rather, it demonstrates effective communications and message delivery techniques, tools for successful student / attendee engagement, and presentation of a compelling "call to action" designed to motivate attendees to effect positive change in the way that we work for, care for and protect our communities.
The document discusses design aspects for cartoonish game characters that are memorable yet not disturbing. It emphasizes using color, accessories, and diverse physical features to create an easily recognizable cast. The varying shades of teal in the background project a sense of mystery and confusion, reinforcing the investigation nature of the product. This screenshot details the game's confusing puzzle design and hints at elements like time travel.
This document discusses self-organized learning environments and references various frameworks for understanding player motivations and learning journeys. It maps Bartle's player types to the Big 5 personality traits and Dorner's PSI theory of emotion. PSI theory models cognitive, motivational and emotional processes and their interactions. Specifically, it addresses the needs for affiliation, certainty and competence. The document also references Joseph Campbell's concept of the hero's journey and how play, games and drama can support transformation and learning. Overall, it synthesizes several models for understanding motivation, learning and progression in open-ended, self-organized environments.
An extended narrated version of a presentation I gave at The Pixel Lab, UK, July 2010 - http://www.powertothepixel.com/events-and-training/pttp-events/pixel-lab.
The document proposes a sidescrolling platformer game called "Coke Crusher" where the player collects Coca-Cola products to complete levels and win the game. It would be released on gaming consoles and mobile platforms worldwide, targeting ages 3 and up. The game's style is inspired by Mario games with pixel art, and its main purpose is to promote the Coca-Cola brand through extensive in-game branding. The developer claims the game avoids copyright issues by not using existing characters and creating its own Coca-Cola themed content instead.
The document proposes a sidescrolling platformer game called "Coke Crusher" where the player collects Coca-Cola products to complete levels and win the game. It would be released on gaming consoles and mobile platforms worldwide, targeting ages 3 and up. The game's style is inspired by Mario games with pixel art, and its main purpose is to promote the Coca-Cola brand through extensive in-game branding. The developer claims the game avoids legal and ethical issues through original characters and researching cultural sensitivities to prevent offense.
Narrative Design and Audio-Visual Style in Video GamesAltug Isigan
This document summarizes key points from a presentation about narrative design and visual style in video games. It discusses the ludology-narratology debate around whether games should be studied as narratives. It argues that games can be approached as narratives because they create fictional worlds mediated through a narrating medium. It also notes that narratives in games are open works that develop based on player decisions, creating real risks that challenge game designers to maintain narrative necessity, coherence and tension across multiple storylines.
SXSW 2015 Shredding Wireframes: Intro to Rapid PrototypingKyle Outlaw
This 2015 workshop at SXSW covered:
- Current state of UX, limitations of common deliverables (e.g. wireframes)
- POV on prototyping and why it's important in user experience design
- Available tools (Invision, Justinmind, etc)
- Case study: using the Tech Summit app as an example
- What about the spec?
Key Takeaways
- Wireframes are near obsolete
- Why prototype
- Available methods
- Learn about available tools, pros and cons
- Documenting detailed functionality (annotating the prototype)
Unlocking the Power of Social Chatter; Recent Endeavors @ Netflix | Wrangle C...Cloudera, Inc.
Netflix is making great strides in creating moments of joy via delivering high-quality content, internally we are pushing for a deeper understanding of how these moments/anticipation of joy manifest and traverse online and offline through word of mouth, what implications these moments of joy have on our business. We brought many machine learning techniques to bear to this space (e.g. NLP, causal ML). This talk will cover our recent endeavors in this area and how these studies will empower our business partners in their decision makings throughout the company.
This document provides instructions for students to create a comic strip summarizing a scene from a play. It explains that the comic should have 3-6 panels and include the important plot elements of Freytag's pyramid, such as exposition, rising action, climax, falling action and resolution. Examples are given of online tools that can be used to create the comic. Students are told to think about genre conventions like frames, speech bubbles and caricatures when designing their comic. They also must write a short analysis explaining why they visually represented certain plot elements and characters in their comic the way they did. The document encourages working in pairs and positive behavior.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
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The document discusses the results of audience research conducted for a media studies coursework project on creating a film trailer. A questionnaire gathered information on respondents' preferences for film genres, expectations for trailers, and what creates tension in horror films. The results showed a preference for horror and comedy genres and for using voiceovers in trailers. Additional research was conducted on film posters and magazine covers to understand what draws attention and viewer preferences. The research results will help inform the design and content of the film trailer, poster, and magazine cover created for the project.
This document discusses linear vs non-linear narratives in games. Linear narratives follow a single predetermined path, while non-linear narratives offer choices to the player, dynamically generating plot elements. Non-linear narratives allow for variability, consequences on the game world, and greater player agency and emotional investment. However, they are also more complex and expensive to create. The Chat Mapper tool is introduced to help designers visualize and script branching narratives, generating assets and screenplays to test narratives before export to game engines.
The document provides an overview of media production stages and examples of pre-production processes such as storytelling, scriptwriting, and iterative testing. It discusses defining the audience and media type, developing ideas, characters, and themes through "what if" questions. The document emphasizes starting with personal experiences and testing through multiple drafts to create high quality final scripts.
This document summarizes Marta Fijak's talk on the practical applications of game design theory. The talk discusses why game design theory is useful despite its use of complex terminology. Theory can help with communication, provide structure, and give designers more tools to draw from. Fijak then provides examples of how frameworks relating to decision density, anticipatory play, complex systems, and narration can be applied to problems in game design. She concludes by encouraging designers to actively learn and apply theory, teach frameworks to other designers, and critically discuss theory in an organized book club.
The document discusses a media trailer created by the author that follows horror genre conventions seen in films like "28 Days Later" with themes of a global crisis and zombie attacks. Research was conducted on real trailers, magazines, and film posters that influenced the style and elements of the author's trailer, magazine cover, and poster. Feedback was collected that showed most found the trailer interesting but some felt it lacked gore and the plot was unclear. Suggestions for improvement included making the voiceover clearer and quickening the beginning.
The document discusses a media trailer created by the author that follows horror genre conventions seen in films like "28 Days Later" regarding themes, costumes, props, and locations. It summarizes how the trailer, magazine cover, and film poster were influenced by and developed upon conventions from real media texts within those genres regarding visual style, layout, use of motifs like blood, and ambiguous portrayals of protagonists. Audience feedback indicated that some found the beginning too slow and voiceover unclear, but most found it interesting and the story/plot good.
The document discusses designing casual MMOs for a different audience than traditional MMOs. It emphasizes focusing on passengers (players) rather than the driver (designer). Key points include understanding the target players, setting clear guideposts for goals, assessing competitors, clearing assumptions, designing for the player experience through user stories, and being willing to change designs based on testing and new problems that arise.
2. personal production project researchWill Stewart
Here is a summary of the key points from the interview:
- The interviewee's favorite character is from GTA 5 because of the level of customization and sound effects. They enjoy having options to change vehicles.
- Call of Duty Advanced Warfare impressed them the most in terms of design due to the futuristic weapons and customization options.
- Harry Potter is disliked due to old graphics and character limitations.
- Pokemon Go was found annoying because characters are not always easy to find in the real world locations.
- Some disappointments include graphics that don't match the system capabilities and characters that are not fully developed.
Overall, this interviewee seems to value open world games with in
This document provides guidance on writing reviews in newspapers or magazines. It discusses the typical structure of a review, including an overview, pros and cons, and a verdict. It also offers advice on brainstorming ideas, paragraph structure, and useful language for different sections of the review. Key aspects covered include providing factual details, balancing objective and subjective views, and clearly recommending whether the subject is worth experiencing.
The document provides guidance on the pre-production phase for creating a film trailer or short sequence. It recommends conducting research on film genres, conventions, target audiences, and representation. This includes analyzing existing trailers, questionnaires, and considering representation in the chosen genre. It also suggests researching institutions, creating treatment, script, storyboard, shot list, schedule, test shots, locations, props, and soundtracks. The goal is comprehensive planning to facilitate high quality production and evaluation blog posts.
When educators develop and present programs, we don’t do it to display our PowerPoint skills or to show off the speaking tips we’ve gleaned from the latest TED talk. True educators build and deliver programs to inspire and enable their audiences to help move emergency services forward. So where do so many go wrong? This program isn't about PowerPoint tips and tricks (although some are included). Rather, it demonstrates effective communications and message delivery techniques, tools for successful student / attendee engagement, and presentation of a compelling "call to action" designed to motivate attendees to effect positive change in the way that we work for, care for and protect our communities.
The document discusses design aspects for cartoonish game characters that are memorable yet not disturbing. It emphasizes using color, accessories, and diverse physical features to create an easily recognizable cast. The varying shades of teal in the background project a sense of mystery and confusion, reinforcing the investigation nature of the product. This screenshot details the game's confusing puzzle design and hints at elements like time travel.
This document discusses self-organized learning environments and references various frameworks for understanding player motivations and learning journeys. It maps Bartle's player types to the Big 5 personality traits and Dorner's PSI theory of emotion. PSI theory models cognitive, motivational and emotional processes and their interactions. Specifically, it addresses the needs for affiliation, certainty and competence. The document also references Joseph Campbell's concept of the hero's journey and how play, games and drama can support transformation and learning. Overall, it synthesizes several models for understanding motivation, learning and progression in open-ended, self-organized environments.
An extended narrated version of a presentation I gave at The Pixel Lab, UK, July 2010 - http://www.powertothepixel.com/events-and-training/pttp-events/pixel-lab.
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The document proposes a sidescrolling platformer game called "Coke Crusher" where the player collects Coca-Cola products to complete levels and win the game. It would be released on gaming consoles and mobile platforms worldwide, targeting ages 3 and up. The game's style is inspired by Mario games with pixel art, and its main purpose is to promote the Coca-Cola brand through extensive in-game branding. The developer claims the game avoids legal and ethical issues through original characters and researching cultural sensitivities to prevent offense.
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This document summarizes key points from a presentation about narrative design and visual style in video games. It discusses the ludology-narratology debate around whether games should be studied as narratives. It argues that games can be approached as narratives because they create fictional worlds mediated through a narrating medium. It also notes that narratives in games are open works that develop based on player decisions, creating real risks that challenge game designers to maintain narrative necessity, coherence and tension across multiple storylines.
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This 2015 workshop at SXSW covered:
- Current state of UX, limitations of common deliverables (e.g. wireframes)
- POV on prototyping and why it's important in user experience design
- Available tools (Invision, Justinmind, etc)
- Case study: using the Tech Summit app as an example
- What about the spec?
Key Takeaways
- Wireframes are near obsolete
- Why prototype
- Available methods
- Learn about available tools, pros and cons
- Documenting detailed functionality (annotating the prototype)
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This document provides instructions for students to create a comic strip summarizing a scene from a play. It explains that the comic should have 3-6 panels and include the important plot elements of Freytag's pyramid, such as exposition, rising action, climax, falling action and resolution. Examples are given of online tools that can be used to create the comic. Students are told to think about genre conventions like frames, speech bubbles and caricatures when designing their comic. They also must write a short analysis explaining why they visually represented certain plot elements and characters in their comic the way they did. The document encourages working in pairs and positive behavior.
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during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
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4. The Project At the end of each short 3-5 minute episode, viewers are presented with three multiple-choice questions about the next episode.
5. The Project Viewers are directed to a poll on the Interesting Choice website, where they can collectively determine the course of the series.
6. The Project Even the genre and format of the series were decided by viewers before the first full episode was produced. Episode 0 Poll Results: 1. What should the genre be? A. Film noir (10, 38%) B. Sci-fi (8, 31%) C. Horror (8, 31%) 2. What should the setting be? A. A playroom (10, 38%) B. A forest (9, 35%) C. Mars (7, 27%) 3. There should also be… A. A character that doesn’t speak (9, 35%) B. Handcuffs (5, 19%) C. A fish (12, 46%)
7. The Project After closing each poll and tabulating the results, we had a week’s turnaround time to: Brainstorm the next plot Write, workshop, and rewrite the script Cast actors Assemble sets and props Storyboard the episode Shoot the episode Edit the episode Write the next set of poll questions and answers Publish and distribute the episode
8. The Project The series was produced on a weekly basis for three weeks, with the introductory video and two full episodes released.
9. The Project A third full episode, the series finale, is currently in production and will debut this week. Episode List
10. Aims Interesting Choice aims to address several common problems in other forms of interactive narrative: