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Suuren shamaanin pelastus - a fantasy game in a museum environment 2007

Concept idea

Game concept - Suuren shamaanin pelastus
Above – concept illustration by J. M. Koponen

  • New layer of audiovisual experience: reorganizing the existing collection, enliven the museum experience
  • A game set in a mythical world which includes elements of traditional saami legends
  • Non-linear storyline
  • Reality and fantasy mingled together; visitor becomes part of the narrative
  • Target group: children 7-12 yrs
  • The possible target environment for the game concept: SIIDA MUSEUM (www.siida.fi/) – Sámi Museum and Northern Lapland Nature Centre

Game concept - Suuren shamaanin pelastus
Above – concept illustration by Niklas Gustafsson

Game structure

  • The aim of the game is to find Great Shaman’s lost runes that have been stolen
  • The introductory narrative introducing the main characters and the aims of the game

Game events

  • A narrative clip accompanied by audiovisual elements

Game concept - Suuren shamaanin pelastus
Above – concept illustration by J. M. Koponen

The drum

  • The drum is an interactive, tangible navigation element carried by the user
    activates events that are connected to the real world artifacts
  • The drum help user to find the events related to the game
    lost runes are placed/appear in the drum which is also a tangible puzzle

Runes

  • The magical runes are scattered amongst the mythical world which is implemented in the museum exhibition as a part of the collection

The concept development included the construction of prototype, written use case scenarios and user testing.

Read more about the concept:
Museum game presentation (pdf)

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