Callback in Time

Callback in Time is a first person mixed reality puzzler game where the player must find clues to traverse through different time eras. As the player interacts with the physical interfaces presented to them and uses their visual and auditory skills within the 3D environment, they discover numbers which they input to progress through the game. The game takes place in a office setting and reflects the technological, industrial, and societal changes throughout history.

Team

An Vu, Sarika Patel, Georgius Bryan Winata, Yuzhi Shen, Mengyao Fan, Xiaoling Yu, Shuchang Tu

Tool

Rhino, Maya, Unity, C#

Timeline

January - April 2023

Role

3D Model Designer, 3D Environment Designer

Project Goals

Explore the impact of data mapping with objective-subjective spectrum of data representation and represent data in a multimodal and aesthetic way. There were 3 choices of data representation:

  • Physicalization
  • Data Representation in 3D environment
  • Data Visualization/Sonification & Audiovisual Art

My Role

As a 3D artist in the team, my responsibility was to create 3D models in Rhino and Maya, and send the .fbx models to other team members who were handling the models' textures, before import it to Unity. In Unity, I added ambient lighting, color, post-processing effects, sounds and UI into the 3D environments. During the project development, I participated in the whole process from brainstorming, and playtesting, all the way through the presentation.

Project Ideation (First Sprint)

During the preparation for our first sprint presentation, we managed to settle with one overall project idea, which is a mixed-reality "escape-room" game with an office setting. We later proceed with the user-interactions flowchart, and sketches of the general setting that suits each of the office settings from different eras.

Office Layout

Storyboarding

User Interaction

Second Sprint

On our second sprint, we started making the primary 3D assets such as the desk, chair, lamp, and electronic devices that represent each era. We also established the components that will be used in the physical interface and created sketches of the overall design to guide the modeling and 3D printing processes. Additionally, we did some testing with our electrical component using Shiftr IoT cloud service and implemented 4 clues for the 2000s era.

Primary 3D Assets

1980s Layout
1990s Layout
2010s Layout
2020s Layout

Physical Interface Design

2010 Setup

Electrical Component Testing

2000s Clue Implementation

Final Sprint

During our last sprint, we accomplished several significant milestones. Firstly, we successfully completed all the primary 3D assets required for the missing eras, specifically the 1970s and 2000s. Additionally, we created some background models to populate the environment, and integrated all these models into three distinct states within Unity.

Furthermore, we made significant progress in our project's physical interface by finalizing the 3D designs and initiating the printing process. We also conducted multiple tests for the clues with six individuals and identified areas for improvement.

In terms of technical advancements, we managed to implement the code for reading and processing signals from Shiftr to Unity, ensuring seamless communication between the two systems.

Background Models

Final Physical Interface Design

Clues Review

Environments Design

1970s Environment
1980s Environment
1990s Environment

Code Implementation

Code Implementation in Unity

User Interaction Prototype with Code Implemented

End Product

In order to create an immersive experience, we presented our final version of the game by projecting it into 3 screens with projectors. Despite a few initial attempts to set it up, the result turned out better than we expected. We also designed user interfaces for showing game controls and the hints.

3D Environments

Demonstration

Reflection

  • Open communication and provided positive feedback - Our team were open and honest with one another about our strengths, weaknesses, and concerns, which helped us address potential roadblocks before they become major issues
  • Commitment to achieving clear and measurable goals - We established specific milestones and deadlines throughout each sprint for completing different aspects of the project. Consequently, we became committed to the project and each other, which encouraged us to put in the extra time and effort and constantly take the initiative to help others in need to produce high-quality content.
  • Appropriate team composition considering the range of skills and experience we had before - We leveraged these strengths to ensure we worked as efficiently as possible and made the most of everyone's unique skills.

Challenges

  • Time management - We found it challenging to balance our other commitments with the project work, which resulted in some rushed work and missed deadlines. This became a significant setback for us as we had a lack of clear expectations, which forced us to redo some tasks that were supposed to be finished in the first stage of our development.
  • A lack of clear communication channels - We did not have a structured communication plan that outlined how we would communicate important updates and changes.