This is the progress of our initial script, we have two set stories, however we are trying to work more on story 2, to try and make it more interesting. Although the end goal is to escape, we are trying to make the stories so they are differentiable, and don’t follow the same kind of path.

After scripting I decided to go ahead ad start with some low fidelity sketches, which I was able to report back to the with. The first sketch covers the initial part of the asylum, where by the player will approach the inventory room where they will need to pick up items and then progress onto the branching room where the story will then branch into two stories.

The second sketch covers the initial parts of story A and B. So story A will consist of the storage room which the player will be able to use the Leap motion to push objects out of the was, followed by the canteen which will lead the player into the second branching room which we have called the garbage shoot. On the other hand story B which will be shorter yet harder then A will lead the player into a computer lab in which they will need a key in order to get into the second branching room.
The third sketch covers the ending scenes of the story. Story A will have two ending and it will depend on which shoot the player choose. One will lead to an escape through a sewer pipe, while the other death by falling down the shoot.
On the other hand story B will have a timed escape in which the player must escape in the given time or they will get caught. The second option the player will need to escape by finsing the exit to maze.
As a group we came to an agreement and decided that we will try and cover the key areas that we mentioned first and then build from there.
After taking note of the ideas that came from the group, I decided to create a high fidelity plan using a series of shapes within Photoshop. I feel this prototype gives us a much more accurate representation of what we want to create. This prototype through the use of colour mapping allows us to see which rooms within the asylum will contain interaction and which ones wont. The print screen below is a map of what the the Asylum should look like up to the point where each story branches for a second time. We may also have this portion of the story as one complete scene.

The second printscreen below shows a better representation but still simplified approach of the second part of story A, with regards to the pipe escape or chute fall. The idea carries on to the third printscreen which shows a basic representation of the long corridor escape and the maze escape.

