syllabus

Exhibit Design: Little Big Planet 3 Project Brief by David Matthews

​TYPOLOGY:

Exhibition Design 

PROJECT:​

Exhibit Design: Little Big Planet 3 Project Brief

Sony Corporation has commissioned you to lead a design proposal for the introductory exhibit of Little Big Planet 3 at e3 and GDC video game conventions. The primary objective of the exhibition space is to promote the sales and play of Little Big Planet 3.

Project Overview:

Evolution of Little Big Planet – The exhibition space is to promote the release of the third evolution of the game Little Big Planet for the Sony PS3 console. The third release builds upon the core concepts in Little Big Planet and Little Big Planet 2. You will need to understand Little Big Planet by direct experience of game play and research of existing knowledge related to game development and players game experience in your design process. Little Big Planet 3 expands the core concepts and story line of the game in the following manner:

Machine Galaxy – A new game environment based on the discarded machines where characters must solve puzzles related to sustainability and re-use of discarded machine parts. This is an abstracted environment based on inhabiting a world where creations made of misused machines have been used rogue curator that wants to rule the galaxy. Your exhibit design proposal should build and explore Machine Galaxy and be a bridge between the physical and digital worlds.

Interlacing of Console and Mobile Technology – Optional game play will be available on mobile devises and allow for player captured real world images to be incorporated in the game experience. The design proposal of the exhibition space is to explore how mobile devises can be incorporated as part of the exhibition experience.

Narrative Story --  The story line of the game will be loosely based on the ideas explored in the Movie Howles Moving Castle and general themes found in Ghibli films. The visual nature of the film is not important, but the broad narrative themes speak to the game development team. The three strong narrative themes in the Little Big Planet 3 story are:

  • Rescue and Heroism
  • Responsibility and Consequence
  • Risk and Discovery
  • Aspects of the narrative story themes are to be part of the exhibition space experience.

Game Developers Inspiration and Influences:

Ghibli Studios (narrative and story telling)

Joseph Cornell Boxes (abstraction and conceptualization)  

Brothers Quay (visual story telling and use of machines)

The film: The Way Things Go (physics and the unexpected)

Rube Goldberg Machines (ingenuity and problem solving)

Game Developer Concept Art and Process (Little Big Planet 1 and 2)

Design Objectives of Exhibit Space

The Little Big Planet 3 Development Team has requested the following in the design of the exhibition space:

The design of the exhibition space reflects and promotes the spirit of the gameplay.

  • Narrative Story – Engagement of play is supported by strong narrative themes based in a story.
  • Cooperation – Players are to work together through sharing.
  • Creativity  - players of the game are able to develop and express creativity by:
  • Customization of character and environment
  • Creation of their own game levels that are shared with other players over the Internet.
  • Creative problem solving that advances the story line.

The design of the exhibition space reflect and promote the spirit of the game environment of Little Big Planet 3.

  • Abstractions and Transformation of Machines you Inhabit
  • Spatially Sequential
  • Transformative and Manipulative by Users

The design of the Little Big Planet 3 exhibition is to promote the game, and generate excitement and anticipation of the release of Little Big Planet 3. 

Program

​Foot print: A standard module for tradeshow exhibitions is 10’X10’. You are allowed to configure a rectangular or square space that occupies no more than 1,200sf. in 10'X10' modules. The vertical height allowance is 20'-0". 

Focus on the overall experience of transitioning and sequencing the following spaces in the exhibition.

  • Welcome space - Reception counter with attendant and seating for 6-8 people.
  • Demonstration / hands on game space - ​configured once a day for seating and formal demonstration of the game to 25 people. Hands-on game trial areas for 4-8 people standing. 
  • ​Social interaction and question and answer space for 12-15 people in lounge seating configuration. 

Conceptual Foundation​

The game developers are directing you to explore the idea of a built environment created from the use of ​a

discarded machine. The ability to convey the experience of being part of the game while in the exhibition is of primary concern. While you may transform, abstract, and interpret the machine as part of the deign exploration, the essence of the experience should relate directly game and engage the users in the Little Big Planet narrative.