evra sk.01 vier ers wpectiv a secret field experiment is
TRANSCRIPT
SK.01
Area
Per
spec
tive
& O
verv
iew
ISSU
ED 0
7.20
16
LOC
ATI
ON
Act
ion
Zone
PRO
JEC
T Bi
oHaz
ard
Skel
eton
Key
DES
IGN
Ros
s R
icup
ero
A secret field experiment is underway and the scientists are looking for a little help administering the tests...and keeping the test subjects contained. Beware, the whole area is a - "BioHazard".
SK.02
Elev
atio
nsIS
SUED
07.
2016
LOC
ATI
ON
Act
ion
Zone
PRO
JEC
T Bi
oHaz
ard
Skel
eton
Key
DES
IGN
Ros
s R
icup
ero
Elevation - Skeleton Key Room & Entrance
Elevation - Area / Actor Pod
Elevation - Area / Opposite Container
SK.03
Area
Pla
nIS
SUED
07.
2016
LOC
ATI
ON
Act
ion
Zone
PRO
JEC
T Bi
oHaz
ard
Skel
eton
Key
DES
IGN
Ros
s R
icup
ero
Signage and Exterior MonitorsSK Entrance Tent
Actor "Pod"
Distressed Plastic Sheeting / Tarps (Overhead)
Misc Crates and Containers
Cabling and Pipes (Overhead).Provides electrical, control and fog supply to pod effects.
Skeleton Key
Storage ContainerControl and supply for pod effects
Metal Post
To Behemoth
To Carousel
SledgeHammer Entrance
SK.04
Skel
eton
Key
Sc
hem
atic
ISSU
ED 0
7.20
16
LOC
ATI
ON
Act
ion
Zone
PRO
JEC
T Bi
oHaz
ard
Skel
eton
Key
DES
IGN
Ros
s R
icup
ero
Game Control Panel
Actor Space
Backstage / Tech / Employee
Emergency Exit / Access
Special Effect "Pods"Entry Door / Light Lock
Entry Ramp
Opaque Tent / Light Lock
Signage
External Video Screens
40' std Shipping Container
SK Check In
Entry
Exterior Tent
Internal Video Screens
SK.05
Acto
r Pod
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ED 0
7.20
16
LOC
ATI
ON
Act
ion
Zone
PRO
JEC
T Bi
oHaz
ard
Skel
eton
Key
DES
IGN
Ros
s R
icup
ero
Hollow "pod" for actor
Operable Door
Sealed Pod for costumed mannequin Inoperable Door
Wood frame supportstructure. Hides fogand audio.
Flexible hose piping
Flexible hose for fog
Wooden "computer"prop unit
Wood podskirting. Hidesspot lighting.
CostumedMannequin
Clear plexiglass window
Built-up pod fromsonotube
72"
1"
36"
A central hollow wooden support structure ties into 6 'pods', 4 enclosed with costumed mannequins, 2 with operable doors an actor can step into and out of. A fog machine fills pods from inside the support through flexible hosing. Lighting and audio hidden in skirting below and above pods complete effect.
Wood skirting. Hides audio andspot lighting.
SK.06
Gam
e St
ages
Stage 9
ISSU
ED 0
7.20
16
LOC
ATI
ON
Act
ion
Zone
PRO
JEC
T Bi
oHaz
ard
Skel
eton
Key
DES
IGN
Ros
s R
icup
ero
Stage 1
Stage 2
Stage 3
Stage 4
Stage 5
Stage 6
Stage 7
Stage 8
Pre-Stage Win Stage
Lose Stage
Post-Game / Standby
Start button has been pressed on the control panel. Lighting illuminates pod actor. Actor begins narrative. Control panel illuminates. Room lighting rises. Interior screens show placeholder effects. Interior audio is basic background noise. System waits for guest code input.
System reads code input, generates random secret code and runs game logic. Internal screens switch to game-mode. Countdown timer begins. Room audio begins narrative and countdown. Low-intensity defusal music starts. Room lighting switches to red. Actor continues narrative. External screens display solution and current game.
CO2 effect triggers at furthers pods. Lighting and fog effects trigger at further pods. Music increases intensity. Actor continues narrative. Creature audio below deck starts. Countdown resets, all screens update.
Creature audio triggers after delay. Countdown resets. All screens update. Music increases intensity.
CO2 effect triggers at second further pods. Lighting and fog effects trigger at second furthest pods. Music increases intensity. Actor continues narrative. Creature audio below deck increases. Countdown resets. All screens update.
Creature audio triggers after delay. Countdown resets. All screens update. Actor continues narrative. Room audio continues narrative. Music intensity increases.
CO2 effect triggers at third furthest pods. Lighting and fog effects trigger at third further pods. Music increases intensity. Actor continues narrative. Creature audio below deck increases. Countdown resets. All screens update.
Creature audio triggers after delay. Countdown resets. All screens update. Music increases intensity.
CO2 effect triggers at closest pods. Lighting and fog effects trigger at closest pods. Music increases intensity. Actor starts final narrative. Creature audio below deck increases. Countdown resets. All screens update. Room lighting changes to imminent warning.
Creature audio triggers after delay. Countdown resets. All screens update. Music increases to highest intensity. Room lighting at highest intensity. Actor finishing final narrative. Final room narrative starts.
Screens change to show correct code input. Room audio narrative begins for win. All lighting turns off. Win fog and C02 effects trigger. Audio effects throughout trigger. Lighting win effects trigger at all pods. Pod actor recedes and hides behind panel. Monster actor reveals. Actor audio plays for monster scare. All lighting goes dark.Screens change to show failed code. Start short countdown. Pod actor narrates lose state narrative. At end of countdown all lighting goes dark except pod. Pod fog, lighting and audio effects trigger. Pod actor hides behind panel. All lights end. Audio plays lose condition as monster actor reveals. Room lighting fog effects trigger for monster scare. All lighting goes dark.
All lighting goes dark except for pin spot over control panel. All audio ends. Room audio returns to background music. All screens return to placeholder images. Room vent triggers to clear smoke and ends. System enters standby to wait for start button to be pressed.
SK.07
Gam
e R
ules
ISSU
ED 0
7.20
16
LOC
ATI
ON
Act
ion
Zone
PRO
JEC
T Bi
oHaz
ard
Skel
eton
Key
DES
IGN
Ros
s R
icup
ero
Game Rules:The computer generates a secret random 4 colour code from the following options:Red, Green, Blue, Yellow, Purple, White, Black
There can be no duplicate colours.
Guests guess the code using corresponding colour buttons on the control panel.
The computer analyzes the code and gives a lighted response in a 2x2 grid indicating:Correct colour, correct spot = Orange LightCorrect colour, wrong spot = White LightWrong colour = No Light
The computer displays the previously guessed codes along with the analysis for each code and the guests guess again.
The guests have 10 chances to determine the correct code.
The system also runs a countdown timer during each guess to limit the amount of time guests have to enter a guess.
Secret Code
Current Guess
Correct Colour, Correct Spot
Correct Colour, Wrong Spot Wrong Colour
Correct Colour, Wrong Spot
Response Grid
Previous Guesses (Shown to Player)
SK.08
Basi
c C
ontro
l Fl
ow
ISSU
ED 0
7.20
16
LOC
ATI
ON
Act
ion
Zone
PRO
JEC
T Bi
oHaz
ard
Skel
eton
Key
DES
IGN
Ros
s R
icup
ero
CENTRAL PROCESSOR / GAME LOGIC
GAME INPUT CONTROLLER
VIDEO SCREEN Internal - Code Feedback
VIDEO SCREEN Internal - Timer
VIDEO SCREEN External - Solution
VIDEO SCREEN External - Current Guess, Timer, Feedback
VIDEO SCREEN External - High ScoreEFFECTS
CONTROLLER
ROOM LIGHTING
ACTOR LIGHTING
THEMATIC LIGHTING
ACTOR AUDIO
SPOT AUDIO
ROOM AUDIO
CO2 EFFECTS
FOG
VIDEO SCREEN Employee - System Monitor
SK.09
Gam
e Lo
gic
Lose Stage
Win Stage
ISSU
ED 0
7.20
16
LOC
ATI
ON
Act
ion
Zone
PRO
JEC
T Bi
oHaz
ard
Skel
eton
Key
DES
IGN
Ros
s R
icup
ero
Start Button Pressed
Game Cycle Initialize / Pre-
StageStart Exterior
Screens
Pre-Stage Effects
Effects Controller
Wait for Code Entry
Generate Code / Stage 1
Stage 1 Effects
Effects Controller
Wait for Code Entry
Win Stage
Check Guess
Update Exterior Screens
Start Interior Screens
Increase Stage
Restart Countdown
Stage 10?CORRECT INCORRECT
Increase Stage
Effects Controller
NO
Lose Stage
YES
*To ensure that first code entered cannot be the
solution the solution code generates after first entry.
Provide Feedback /
Update Screens
Generate Feedback
Countdown = 0?
YES
NO
Post-Game Process
Effects Controller Effects Controller