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             Chapter 4: Production 
              Report 
            4.1: 
              Technical Walkthrough  
            Figure 
              2 shows an overview of the elements concerned in the game. The 
              user hears several sounds, with different functions. The user has 
              to isolate certain relevant sounds from the wall of sounds. The 
              game-system distracts the user with other sounds (e.g. a passing 
              motorcycle). We call this force-focusing. 
              Figure 3 shows 
              the concept of the adaptive music used in 'Drive'. It illustrates 
              the composition-method. First there is an intro followed by a first 
              set of 3 different loops that are triggered by the intensity level 
              (speed), measured in the game. The distance the player has traveled 
              in the game then triggers a new set of 3 loops. Again, each of these 
              is triggered by the speed. Depending on the distance, a "break"-loop 
              is triggered for contrast and variation. 
              Figure 4 is an 
              overview of the process of this project. A research-phase with several 
              aspects results in a concept that forms the product. Note that we 
              verify the concept with our research.  
              We decided to make the music depend on the actions of the user. 
              The speed controls the intensity of the music in a subtle manner 
              while the distance controls the chronology of the composition. When 
              the user drives faster he will reach a certain distance and hears 
              music according to that distance.  
              Figure 5 
              shows a brief overview of the content flow of the game. It helped 
              us with programming the game and reasoning the logical aspect of 
              the game.  
             
              4.2: Tests and feedback 
            To test our 
              prototypes and receive feedback we made some visits to Bartiméus. 
              These are brief summaries of some of the visits: 
            November 
              22nd, 2001: prototypes ' shuttle3' and ' shuttle4' and music 
              We went to Bartiméus to test the prototype version of our 
              game on the same children we first interviewed in the research stage, 
              and let them hear some different music loops to see which one they 
              choose as their favorite. 
            The goal of 
              the test was to find out if the children did appreciate the basic 
              elements of the game, if they had fun and if the sounds we used 
              were chosen right. We also asked them what they wanted to see improved. 
              We tested it on Pentium II 500Mhz computers. 
            The children 
              picked up the basics of controlling the game really quick. While 
              playing certain things came up: 
            
              - If the number 
                of collected boosters is high and they are activated fast the 
                maximum speed is too easy to reach. And at this maximum it is 
                also too easy to maintain this speed and pick up boosters. Also 
                the more difficult version of the game we brought was too easy 
                at this point. To make sure to pick up every booster the player 
                can press the booster pick-up button frequently. This is of course 
                not what we want.
 
              - The used 
                sounds appeared to work very good. It were only temporary ' test'-sounds, 
                but they seemed to be representing their function very well.
 
              - We asked 
                the children about the 'passenger Bob' character. They said they 
                would like it to be a man with a funny stem in opposite to another 
                voice that is giving useful information.
 
              - Concerning 
                the music, the children preferred uplifting, not too soft tracks. 
                Too much strange sounds will be a bit too confusing. 
 
             
             
              December 14th, 2001: prototype ' Drive beta 3.0' 
              Today we tested the beta version of our game 'Drive' on four of 
              the children of our first test session. In general they liked it 
              very much. They thought 'Drive' is the one of the best games (using 
              sound) they had ever played. Several children also noticed the adaptive 
              music and thought it was a nice feature. 
              Furthermore, we discovered this during the tests:  
            
              - Music is 
                at the checkpoint twelve in the game a little too loud. 
 
              - The character 
                'Bob' is received as being 'quite funny'. But some children thought 
                he was a little bit irritating when they were driving really slowly 
                (because of the negative comments he gives in that case). These 
                negative comments are currently repeated too often.
 
              - Pressing 
                a key cuts off the helicopter sample sometimes. 
 
              - We discovered 
                one misplaced sample.
 
             
             
              4.3: Production Results  
            During the production 
              phase we made a website (www.soundsupport.net/Drive) which contains: 
               
            
              - A downloadable 
                self extracting file which contains the total demo of "Drive" 
                with all sound effects, background music and passenger Bob. Of 
                course we added installation info, system info and a guestbook. 
                In addition we uploaded two music files containing the same material 
                as the background track and a trailer.
 
              - A highest 
                score with a hall of fame. This is an element of meta gaming: 
                the battle of gamers to reach the highest score. 
 
              - A report 
                site which describes our research and design process.
 
             
              
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