Game Design

Douse-a-Clown

The player will approach the booth containing color coded laser pointers, and a projected Douse-a-Clown game on a large projection.

The rules of the game are fairly simple.

Rules

Teams of 5-10 players are to divided into groups. Each group is assigned to a clown with the coordinating laser pointer color. The team's objective is to concentrate their laser pointers in the clown's mouth to fill his head with water. The clown who is filled first, his team wins.

The game is also adaptable for a single player to clown ratio. Each player will shoot at the color coorinated clown.

But be careful, it is not as easy as it sounds. These are special clowns, they have attitudes as real clowns do. Watch your clown carefully and work as a team.

Objective

  • To shot the clown's mouth with a laser pointer
  • Expand clown's head full of water first, Wins
  • Compete against other participants
  • Keep up with your clown
  • Work as a team

    Clown Actions

    Each clown will be engaged in various activities

  • Chatting with one another
  • Staring into space
  • Performing some sort of trick or routine

    When game is engaged by operator

  • Clowns will snap to attention
  • Each player will recognize the clown with coordinationg color hat and laser pointer
  • Clowns will open mouth for test shoot; this is a laser recognition for the game

    During game play

  • Move arround space
  • Cover mouth with hand
  • Hides behind one another

Sound

Carnival and calliope music were easily some of our first sources of aural inspiration. We also examined the big-band/swing genre with such classic artists as Frank Sinatra and Dean Martin. The attractions’ score is uniform in its lilting, carefree personality and melodic in nature. The sound effects are a large assortment of canned and manufactured samples from a variety of bells, whistles
and buzzers. Aside from the main attraction area, the supplementary acoustic goal was to layer a sort of multi-channel ambient space in the periphery of the installation such that the familiar noises of music, laughter, electrical generators and the like are all present, yet not actively distracting.


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