Newsletter 14

Week 15: 4/27 – 5/1

This was Patronus’ last week before final presentation week.  This week the team worked hard to continue to polish their product.  Kirsten and Ladera worked to finish the 30 second and 3 minute promotional videos, and the entire team continued to work on knocking out the 90 item Finals Tasklist.  At the end of the week, we are 2/3rds completed.

The team has been in contact with Brian Stuper and his superior, Kathryn Bedell, trying to figure out if the Student Life server would be able to support a version of our experience that would be open to anyone.  Andy also put us in touch with his contact, Mauren Antkowski, so that we could talk to her about potentially finding a home for our application on the Philosophy Department’s server.  In the meantime, the team purchased their own domain for the project so that they could submit the project to Indiecade on Friday.

Thursday was the ETC Spring Showcase.  The team worked hard to get as many tasks completed and into the experience for the Showcase as possible.  Overall, the team got very positive feedback from the showcase attendees.  Attendees found the dialogue to be believeable and the story to be engaging. People in general liked the choice structure and thought that we created an experience that would enable meaningful and educational facilitated discussions.

Next Week:

In the team’s last week, we will be preparing not only for our final presentation on Friday, but also for the Morality Play Showcase on main campus Wednesday May 6th.  Ladera and Kirsten will work on revising the team webpage so that it can be used as a project page for both the ETC and main campus teams.  The producers will work to get everything in the project archive by Friday.


Newsletter 13

Week 14

This Monday, Team Patronus had their soft opening. Faculty came through the project room, played through the experience, and gave us feedback on what they liked and/or what they thought could be better. The full package was running and operational, from the landing and content warning pages given to us by the main campus team to the video testimonials at the end. Overall, Patronus received very positive feedback from the faculty with only minor changes suggested and comments made. The team was able to schedule a wonderful team dinner on Tuesday to celebrate their successful soft opening.

After soft openings, the team sat down and went through the full experience together, going through every branching scenario and taking note of anything that we wished to polish or fix, keeping in mind suggestions from the faculty at softs. We created a task list from all of our comments to complete throughout the next week and a half to create a fully polished product by finals. The ETC Spring Showcase is April 30th, so the team will be working to get as many of these updates in as possible for the showcase.

With all of the primary character, environment, and compositional art complete, Cewon and Wenyu were able to turn their attention to the landing page, the mock facebook pages for the characters, and other UI design items this week because they ended up ahead of schedule at the end of last week. Kirsten and Stephanie met with the main campus class and discussed playtest reviews as well as the promotional event on March 6th, and the written facilitator package. Kirsten and Stephanie also conducted two playtests at main campus on Wednesday with volunteers that were contacted through Jess Klein’s network.

Ladera contacted Brian Stuper and gave him the most recent version of our product to be put on the CMU test server. The team recorded themselves talking about the project to put in the promotional video and Kirsten and Ladera began editing footage for the video.

Next Week:

Next week will be the last week the team has before final presentations. The team will be working hard to implement everything on their task list on time for Thursday’s showcase. The goal is to have a completely finished product by Friday of next week as well as a rough structure for our final presentation.

Kirsten and Ladera will continue to work on the promotional video, while Kirsten and Stephanie also work to make sure the team has all the required elements for their post-mortem, project archive, and website together by the end of the week. We will also follow up with Brian Stuper to make sure the experience is running successfully on the CMU test server.

Newsletter 12

Week 13

This week, team Patronus interviewed their client Jess Klein as well as her colleague Lucas Christian for their promotional video. They covered topics such as why they liked our product and why they thought it was important to create, how college students are usually taught (or not taught) about how to treat romantic and sexual relationships and how their perception affects their actions, etc. We also captured video of them introducing themselves, explaining how complex an issue sexual assault can be, and how to contact them if any students wanted to talk, which we can place in Decisions that Matter after the main experience.

Other than that, the team was in high gear to finish the product for softs. The team worked hard to finish all the color and audio for the experience as well as implement the ending testimonials. Originally, the team had planned for the color to not be completely implemented for softs. However, we ended being ahead of schedule and completed all major color art assets on Saturday, in time for us to implement the full color version on the test server for softs. Kirsten and Mahar have worked together to create all the ambient noises and sound effects, then implement them in Flash in the background of the various scenes and locations in the graphic novel. Cewon also drew the intro images for all video testimonials, allowing Ladera to place them and the videos into the application in place of the placeholder ending images, while Stephanie filled in the dialogue before the videos. Stephanie also did general QA on Sunday, and the team grabbed some ETCers for informal playtests to see if they noticed anything out of place.

The main campus team also gave us some images for the landing page and content warning page to place before jumping straight into the application. Ladera was able to take the images and implement them in HTML5, putting them on the test server in time for softs.

Next Week:

Next Monday are soft openings for all projects at the ETC. We will be fielding faculty members throughout the day in our project room to go through our full project experience as is implemented thus far, from landing page to video testimonials. We hope to gain a lot of feedback from the ETC faculty going through the particulars of our story structure and our user interface. The products shown at softs are considered as if they are finished, shippable products, and are graded as such.

There are a number of things that we know won’t be finalized by softs, so we will continue working on them in the next two weeks. These are mostly in the introduction and ending framing the actual, graphic novel experience. We have taken the initial landing page and information entering page from the main campus team, but the written descriptions and layouts are only the first iterations. Now that Wenyu and Cewon have completed the bulk of their artistic work for the application itself, they can now look over and edit the way the introduction pages look and are presented. We also need to place the questionnaire at the end of the experience, as well as figure out how to present the credits and show Jess and Lucas speaking to the students of CMU.

The last major component of our product is the facilitator package. We will need to organize the information we are collecting per Andrew ID and hand it over to a discussion facilitator is a way that is easy to understand and organize to best help them give a useful facilitated discussion. Ladera has been in contact with a member of the main campus team, Sam Gao, to create a graphical layout of the choices taken by the students and their written responses for a facilitator. Otherwise, we will continue going through more playtests, and Ladera will also be contacting Brian Stuper to start shifting Decisions that Matter onto the CMU test servers, then onto the CMU production servers.

Newsletter 11

Week 12: 4/6 – 4/10

On Sunday, we filmed the actors for Luke and Natalie giving their “good” and “bad” ending testimonials for the end of our experience. Kirsten worked to narrow down the takes to the ones we wanted to implement, then Ladera began working on editing the takes.

This week, Team Patronus also finished a completed prototype of the experience. Having a completed prototype has allowed the team to move one to a polishing phase of production, which we also began this week. Being able to see the experience as a whole allows us to get a better feel for the interest curve and the emotional high points. Defining these points let’s us work through the experience as a whole and look at where we need to have animations and more artistic transitions, something we began to do last week but are now more able to concentrate on.

Cewon has completed about 80% of the character coloring for the last incident and plans to have the entire scene colored by the weekend. Wenyu has the background for the last scene colored and has continued to work on UI art for the experience. Kirsten sat with Mahar on Friday and talked about sound implementation and her ideas for the sound design of the experience so that sound implementation can begin next week.

Kirsten and Stephanie have begun communicating with the main campus team, asking if they could help us out with creating what the pre and post experience will look like. They are working on the landing page and content warning, a new loading scene and the tool tips for the experience, the questionnaire, and the exit page. We should have all of these assets to us by early next week so that we can implement them into the experience for softs on 4/20.

On Friday, Dave Bossert from Disney met with the team and we walked him through our experience. He was impressed with the visual presentation of product, and expressed his approval for the experience, letting us know that making this kind of experience mandatory would be very important for new CMU students.

Next Week:

Next week, the team will be working hard to get a polished experience for softs. We will begin to implement and test the soundscape for the experience, as well as implement the colored characters and backgrounds as they get completed. Cewon will have the color for all of the characters done by next week, then Wenyu will switch out the colored images for the line drawings so that the programmers can implement the colored shots. Wenyu will also work on coloring the background for scenes one and two. After the coloring is done, Cewon will work on the art necessary to go with the ending testimonials. While the programmers wait for the art files, they will be working on the panel transitions, in-panel animations, getting the name recognition function implemented and lastly getting the ending testimonials into the experience.

The team will also work on the promotional video next week. We have interviews lined up with our client Jess Klein as well as an associate of hers, Lucas Christain. We are planning to film ourselves on Monday for the video as well. The team is also working on setting up playtests next week. Next Tuesday, the main campus team is working with us to set up a playtest during our class time. Cewon also reached out to a contact, and we will try to pool from our ETC classmates.

In short we are in full hustle mode to get as close to a completed experience by softs.

Newsletter 10

Week 11: 3/30 – 4/3

This week team Patronus continued to diligently follow the production pipeline to have a prototype for Incident 2 on Friday.  The line art was done early in the week which allowed our programmers to build the scene with a shred of sanity remaining on Friday. We decided to mimic the panel transitions from AMC’s graphic novel “The Prisoner” ( because that would take less reprogramming of the scene manager.  This style is still visually simple, so we agreed to look through each scene and figure out where more dynamic transitions could be implemented to further the visual interest.

As the programmers have been hard at work, Cewon has completed all of the line art for scene two as well as is over 80% done with the line are from scene one.  Wenyu has finished all of the line work for scenes two and three, and is finishing up new environments for scene one.  Wenyu also compiled all of the art assets together to give to the programmers.  He is next beginning to work on the color for the backgrounds.

On Tuesday our client Jess Klein came into the class on main campus to look at our prototype and give feedback on the vision of the product overall.  Overall, she thought that the experience was believable and engaging.  She gave some advice on dialogue and on how to make the last incident even more realistic and answered design questions the team was having.  On Thursday, the main campus team recruited three freshman students to playtest our experience.  Each student signed a consent form so that, using a video camera as well as video and screen capture on laptops, we were able to record the players.  Each playtester experienced both the powerpoint versions of scenes one and two as well as the prototype for scene four.  Overall, the responses were positive and there wasn’t any major issue with the experience that needs to be addressed.  The main campus team agreed that using class time on Thursday for playtesting would be the most helpful way to spend the remainder of the semester.

On Friday, Cewon and Kirsten worked with Ralph to set up the green screen room for filming Spencer who plays Luke and Isabelle who plays Natalie on Sunday.  We will be shooting the ending testimonials which reveal to the player what happened as a result of the intervention or non-intervention.  Working with Ralph, Kirsten and Cewon set up the lighting for the shoot as well as learned how to properly work the camera equipment.  Earlier in the week, Kirsten worked on editing the testimonials to give to the actors for Sunday.

Next Week

Next week, Patronus will follow the same pipeline to finish the prototype for incident one so that we can playtest the full experience by Thursday’s main campus playtest.  Once all the lineart is done, the team will go through the entire experience and see where minor changes need to be made before Cewon begins the color for the characters.  The team will also start to work on identifying where the more artistic transitions for the experience need to go and implementing them.

After filming the actors on Sunday, Kirsten will work with Ladera to edit down the testimonial videos as well as begin to film and put together the team’s promotional video.  By the end of the week next week, Patronus will have a full prototype from scene one to scene three.  From here the team can work on polishing the prototype and creating a richer experience.  Also, we will hopefully have an ETC test server up and running to test the experience for bugs.


Newsletter 9

Week 10:

On Sunday the 22nd, Team Patronus met with our live actors from CMU’s drama students shot photos of them for Incidents 1 and 2, as well as getting a few hanging shots from Incident 4. We were able to finish obtaining all of the photoshoot materials for all three primary scenes of our experience, which allowed us to quickly move into the lineart and composition phases for the rest of the week.

With the new photos, Kirsten and Stephanie were able to complete the pre-compositions for the entire experience, selecting photos from the photoshoot and using PowerPoint to arrange them all in the format of the panel with dialogue bubbles to simulate the panels in the final experience. With these pre-compositions all completed, Cewon could use them to move straight into drawing the lineart for the rest of the scenes. The team has decided, with agreement from the main campus, that the name of our product will be “Decisions that Matter: An Interactive Experience”.

Cewon completed all the lineart for Incident 4, sending the art down the pipeline to Wenyu for the environment compositions. She is well on her way to completing the lineart for Incident 2 as well. With the finished Incident 4 lineart, Wenyu was able to create all of the rough, uncolored components of the background and environment of all the shots, which he could then pass to Ladera to place in the programmatic scene. Once Ladera placed the shots in scene, Stephanie was able to code all the scene dialogue while Mahar implemented the interactive features of the dialogue and intervention branches. Through this pipeline, the team was able to complete a fully functional prototype for Incident 4 by Friday night, in time for playtesting the following day during the ETC’s organized Playtest Day.

While the programmers prepared the prototype for Playtest Day, Kirsten worked on building a questionnaire for our playtesters to answer before and after going through our experience. These questions focused on the guest’s ability to recognize themselves and their role in the experience, how compelling they found the story and interactivity, and how well the experience as a whole educated them about the options they can have as a bystander in real life situations of assault. We received feedback from 18 different testers throughout Saturday, though the majority of them were aged over 30, and thus out of our target demographic. We received primarily positive feedback from all our testers, though, with only minor questions and complaints over some of the UI aspects and how well they were taught.

Ladera was also able to meet Mike Christel regarding how best to go about playtesting as well as what kinds of data to collect in the backend of our experience to pass on to discussion facilitators at the end. Ladera also spoke with Bryan Maher, who told us that he would look into setting up a test server at the ETC to let us try using Shibboleth as a login for our experience. Ladera will hopefully be receiving notice from Bryan later this week about the status of the ETC test server.

Next Week:

Patronus’s goal by the end of Week 11 is to have Incident 2 fully functional in our playable prototype, from lineart to composition to shots to implemented dialogue, very much in the same way Incident 4 was completed last week. We also want to establish the kinds of transitions we want to use for our panels early on in the week, given that our current panel transitions are rough slide transitions from top to bottom, to start implementing them in the new scenes early on. On the art side, we want to have all our compositions for all the incidents completed by the end of this week, which will allow for the color version of our art to start being developed in the following week.

We have asked Spencer and Isabel, our actors for the main characters of our experience, to come in to the ETC again next Sunday to film the final videos that will come at the end of our experience, where they will come from their graphic novel form into real, live-action recountings of their feelings on the events of the story. We hope to hear about their availability in the next day or two.


Newsletter 8

Week 8 & 9 :

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On Monday this week, team Patronus had their halves presentation. Afterwards, the team sat down to assess their progress for the first half of the semester. The faculty and the team agree that Patronus is behind schedule for production. As a team, we looked at aspects of the story we could cut and talked about ways we could refine the production pipeline. Both the main campus and the ETC team agreed that Incident 3 was the least effective in the storyline and playtesters were not correlating it to the rest of the experience, therefore we decided to cut the scene out entirely.The team also wanted to address the fact that playtesters were having a hard time recognizing their role in our experience, so we decided to stop all work on Incident 1 so Stephanie could rework it. In the meantime, the team decided to tackle Incident 4 due to the fact that it is the longest and most detailed scene. Also, because it is the climax of the story, we want to be able to playtest a prototype that most resembles the finished product as soon as possible.

We decided that to better allow the production team to work simultaneously, we need to have all the lineart done first for the entire experience. With the pre compositions of the scenes, Wenyu can create a background while Cewon works on the character lineart. Then the programmers can begin to assemble the scenes without color. The programmers are implementing the characters in the scenes statically at first, and then going back and adding small movement to make each scene look more lively. This way we know that we will have full scenes as the base and can build from there. Ladera is beginning to do this with the completed art for Incident 4. Mahar worked on programming different UI elements, such as a timer, and Wenyu also took on the task of visually designing the different UI elements that we need for the experience. Cewon is currently done with over half of the lineart for Incident 4.


The dialogue was also a concern for many, so Kirsten took the storyboard for Incident 2 and the composed shots from Incident 4, and working with the script, added the dialogue to each incident in a Powerpoint format. This helped the team visualize how the dialogue would look in each scene and also helped to condense and streamline the dialogue. On Wednesday and Friday, Anthony Daniels came into our project room to look through each Powerpoint, working with Kirsten and Stephanie on making the dialogue for Incidents 2 and 4 more realistic and fluid.

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On Friday the team spent time preparing for the photoshoot with the drama students on Sunday. With this photoshoot the team plans on taking all the remaining pictures needed for the artists.

Next Week:

After the photoshoot, Kirsten will work with Wenyu to work on creating the precomposition for Incidents 1 and 2. By the beginning of next week, the lineart for Incident 4 should be complete. After the pre compositions are done, the lineart for Incidents 1 and 2 can be started. With the completion of the line art for Incident 4, Wenyu can receive a color composition and can finalize the backgrounds for Incident 4. Next Saturday is a playtest day, so the team will be working hard all week to get Incident 4 ready to playtest. Also, the team wants to have a name for the product finalized by next week.

Newsletter 7

Week 7

This week, the Patronus team completed the storyboards for all 4 scenes and updated the scene scripts according to the playtest feedback received the week prior from the main campus team. The main campus team used the scripts to add dialogue to the posted storyboards, which helped give their playtesters a more accurate view of what the final product will look like. Wenyu also began work on creating the threepanel structures for the intervention choice screens. He has completed the first iteration of the 4 intervention points using the previous storyboard pictures to show the possible choices the guest can choose. These pictures can then be integrated into the storyboards to help simulate the final product through the future playtesting even closer.

Newsletter Weeks 7 and 8

Newsletter Weeks 7 and 12

On Sunday, Cewon, Wenyu, Stephanie and Kirsten met with the drama students for three hours and took photo references for Incident 4. Cewon, Wenyu, and Stephanie got to the green screen room early to set up the lighting atmosphere and any needed props for the scene. Due to last minute schedule conflicts, one drama student was unable to attend and we had to adjust what we planned on shooting. It was still a productive session; we shot most of incident 4 with the actors that did attend and scheduled Sunday March 22nd to finish shooting the rest of the story.

On Monday, Kirsten and Stephanie had a productive script meeting with Talia Shea Levin. Talia is a senior in the school of drama and is currently enrolled in Chris Klug’s writing course. She had read the team’s very first iteration of the story scripts and had very insightful feedback. Some of her concerns were already changed based on the playtester feedback from the main campus team, and she seemed happy with changes that were made. Overall, Stephanie and Kirsten feel that Talia’s notes are extremely helpful and are looking at the scripts to do another iteration based on some of her feedback. The programmers were also able to get into contact with Brian Stuper, the server admin of CMU Campus Affairs. Stephanie, Mahar, and Ladera had a phone conversation with him about some of the logistics of hosting the eventual Morality Play application on the server. We learned that the PHP and MySQL that the programmers have been working with so far are compatible with the CMU server and that Brian could grant us access and space on their test servers to check that the behavior of our code runs as expected. Mahar and Ladera can continue to implement features, then zip the code and send it to Brian, who will upload the code onto the test server at a URL the team can access to confirm the application works as expected.

Next Week:

This newsletter covers both Week 7 and Week 8, as four out of the six members of Patronus will be attending the Game Developers Conference from Tuesday on. For the remainder of Week 8, only Kirsten and Ladera will remain in Pittsburgh to continue work on the project. Kirsten will continue to attend the main campus class, begin indepth work on the soundscapes for the application, and start putting together the team’s halves presentation. Ladera will work on implementing the wireframe and backend data collection. Following Week 8 will be CMU’s spring break. However, Patronus’s 1/2s presentations are on the Monday of the week immediately after spring break, so the team will be preparing their presentation during spring break itself. The next newsletter will be posted at the end of Week 9, after 1/2s have been concluded.

Newsletter 6

Week 6:

This week, Stephanie and Kirsten completed the first iteration of the scripts for all four incidents. Upon completion, we sent them to design consultant Whitney Beltran and drama student Talia Levin for feedback in terms of conciseness in dialogue, scenario believability, character cohesiveness, and satisfactory choices offered. Meanwhile, the main campus group conducted initial playtests with the overall stories and general incident outlines. They compiled results from male and female playtesters, noting their reactions and feedback towards the scenarios, the characters, and the available choices. These results have been very helpful in informing us for editing and tweaking our scripts and storyboards. In this vein, Stephanie and Wenyu sat down and completed the storyboard for the last incident at the party, which has now been placed on the shared Box folder for the main campus team to use in their playtests.

The team decided to push back the photoshoot with the drama students until Sunday March 1st in order to allow the main campus groups more time to playtest the storyboards and collect feedback. While we all agree to be flexible on dialogue, the artists prefer the shots to be as concrete as possible before the photoshoot. In the meantime, Wenyu is continuing to storyboard the rest of the incidents while Cewon has finished various shots for the first incident as well as organized the shot lists for easier retrievability.

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On Wednesday, each team member met with Chris and Ralph individually to discuss their process grades. We each discussed our progress in the project and how we have been working with each other. In the afternoon, we held a full team meeting to discuss how panel transitions will look and work in the application. Wenyu and Cewon discussed their artistic vision for the transitions, and Mahar and Ladera discussed how they could most easily implement them. We brought our ideas to the main campus group so that they could help visualize the transitions for the programmers.

On Friday morning, Sabrina Haskell-Culyba from Schell games came to talk to the team about the project she headed, PlayForward. She gave us valuable insight on player decision making, creating tough situations and creating player investment in the non-playable characters and the game in general. She also expressed interest in playtesting our product later on in the semester. Mahar also created the first iteration of the intervention choice implementation, giving a 3-choice panel structure that the player can click on, expanding the chosen panel into the rest of
the screen. Ladera looked into converting the current images into vector images for zoom in ability within a panel. Unfortunately, the created vector image had colors bleeding on the character face, with seams appearing on the clothing. We will continue the project using pixel images.

Next Week:

By Tuesday next week, we plan on having all of the storyboards completed for playtesting so that we are ready for our photoshoot next Sunday. We also hope to see the animated panel transitions from the main campus group by Tuesday as well. Hopefully we will be able to get script feedback this weekend or early next week so that we can edit and revise the scripts for continued playtesting.

We are still waiting on hosting information in order to proceed with backend analytics which will also hopefully be solved early next week so that we start looking into the programmatic requirements to achieve data gathering.

Newsletter 5

Week 5:

This week, our artists completed the initial characters and environments for the first panels of the application. Cewon, our character artist, drew from our photo references of the actors to create the images here:



Wenyu, our environment artist, created the environment scenes shown below:







To get our first comic panel, our artists put the characters and environment to get the initial panel composition, and our programmers, Mahar and Ladera, created a mockup of how the panel would move on a web page.




We also solidified our story outline to the particular incidents we want to cover:
1. An initial catcalling incident, where the guest is encouraged and rewarded for intervening.
2. A very forward flirting incident, where the guest should initially believe they are required to intervene, but instead discover that the flirting was wanted and consensual.
3. A rape myth debunking scene, where the guest is presented with all the stereotypical images of a nighttime, dark alley rape scene but has it revealed as innocuous instead.
4. The physical sexual assault scene, which takes place at a house party and acts as the climax of the application.
After the final incident, we want to place a good and bad ending, depending on whether or not the guest managed to correctly intervene in the situation. We have emailed our client, Jess Klein, as well as a colleague of hers, Lucas Christain, about what appropriate interventions in these situations would look like. In the meantime, much of the script for the party scene has been written, and has been sent to Lucas for any feedback he might have.


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On Wednesday, Patronus had our ¼ walkarounds, where ETC faculty come around the project rooms and give feedback on the progress and future plans of the projects in an ungraded context. We put together a brief presentation of our progress so far as well as what we hoped to work on for the rest of the semester, and we gladly received a lot of feedback as to resources that could help us out. The ETC’s acting and improvisation instructor, Brenda Harger, has previously worked in many programs dealing with sexual harassment in the workplace, and will meet with the team next week on feedback for our scripts. Another ETC faculty member, Jesse Schell, worked on a game at his company Schell Games called PlayForward that dealt with HIV prevalence in innercity communities, which featured similar sorts of situations and choices that a player had to navigate, and talked to us about various features of the game.

We also gave our quarters presentation to Lucas Christain and the main campus class on Thursday in order to share with Lucas the structure and progress of our project. He enjoyed it and emphasized that many applications of this nature tend to fail when there is no follow up, so having a following facilitated discussion would contribute heavily to the success of the project. The main campus team also presented, showing us designs and wireframing for the user interface of the application. In their design, a student would login with their CMU ID, which would log if they completed the experience and their initial results and choices. The main comic would play out, but there would be a laptop icon in the corner that can be regularly accessed, giving background information on the characters in a Facebooklike format. At the end of the experience, text responses about the experience would show up for the student to fill out and send to a future facilitator. A video gallery of real life testimonials would also be available to watch, and the experience would be replayable, though any future results would not be logged.

We also created a rough schedule for the team regarding the project timeline, highlighting major benchmarks such as halves, springbreak, soft opening and final presentations. The point of the timeline is to give a visual representation of the available weeks remaining to complete our work. The calendar is posted in our project room as a reminder of the upcoming deadlines.

On Friday, the team met with Bryan Maher about the backend analytics and data collection that our application will most likely require. He let us know that programmatically, all the data we want to gather (like time spent on panels, which choices a student went with, gathering and sending text responses, etc), would probably all be very straightforward, and programmable within just a couple of days. However, he brought to our attention that if our eventual intention was to host our application on the CMU server, using CMU IDs to login, there is a lot of administrative contacting we’re going to need to do. So before delving too deeply into this we need to know, how CMU wants a web application handed off to them, what format or language they would want it in, what kind of formsending CMU finds acceptable to host, who will be the primary administrator of the product once it is online, and the restrictions of working through Shibboleth, etc. We have thus contacted Andy and Jess at the main campus to see if there are any existing ideas or plans on how to host the application for its use, and are waiting for a response for next week.

Next week :

Next week Patronus will have finished, in entirety, our first prototype scene, the “Cat Calling” incident, and will have a better understanding of panel transitions and HTML5. By next week we will hopefully have some of the hosting questions answered so that our programmers can start working on the back end analytics for the product.
Also by next week, we want to have another photo shoot with the drama students scheduled. In order to do this, we plan on having our storyboards done for all the story scenes and a first pass of all the scripts completed. We will meet with Brenda for a script review as well as schedule a script workshop with Chris and Ralph. After the script review and workshop we plan on editing and iterating on the scripts so that the main campus team can continue to playtest the material.