Player plays the game trying to achieve the goal of escaping the crazy shopping mall.
An unlucky person accidentally got into a crazy shopping mall. They are trying to escape from this surreal environment. He must escape to keep the save. It is happening “nowadays”, happening in the ‘UK’. The way they do is try to reach different areas inside the shopping mall, and test how the reality will change, and possibly back to normal. Things get into the way is the monsters, the crazy transfer of the reality. If they fail, they will get trapped inside the space forever, or get attacked by the monsters. If they succeed, their life back to normal.
Random Generated Idea (With specific words):
These ideas are generated using a game idea generate tool. Just a pool of ideas and trying to see if they inspire me.
Unfortunately, not going too deep in these ideas.
Presentation with three main Ideas:
1.
Single player game. The game is happening in the world inside the mirror. You play as a detective, running away from the collapsing world in a long corridor. You have to collect valuable items when you’re running. Your goal is to reach the exit, and get back to the real world. Could be fairytale style.
perspective is pretty much like 3D running game
Key words: detective, do not stop moving, fairytale, arcade.
2.
Single player game. The game is happening in the universe. You play as a spaceship driver in the military on some planet. You are alone on this ship, you have to shoot the floating rocks that blocks your way, and try to find other ships same as yours. You have full control of the shooting angle and the strength to hit those rocks. Your goal is to find all of the lost ships from your team and get back to mother planet together. Could be pixel style game or looks super realistic.
Key words: Pinball, Entire game on one screen, military, friendship
3.
multiplayer game. 1-3 players. A bit similar to billiards. The game is happening in the grand universe. Players play as superior gods, hit the planets as balls, try to make those planets crash with together as much time and power as possible. Players have full control of the strength and the angle of shooting a planet. The planets will keep floating in the border. The border is the “galaxy”. Planets will crash when they get hit more than once. Smaller planets are more likely to crash in a few crash. The one who destroy more planets get more point. When all planet got destroyed, count the score between superior gods (players). The one who has highest score wins. Then play a funny winning animation.
Key words: god game, you are the weapon, space, disaster
Crit Feedback from others:
These three ideas are also generated because I really don’t know how to start.
I can see a lot of people like the first idea which is playing as a running detective, I think it is interesting too. But considering the actual required game experience time, I can’t imagine deeper about the game about the time.
Besides, personally I like the second idea and have a strong willing to develop on it. These feedback are all good, but at the beginning those my ideas are just short and simple games I think, with the story involved I like the idea 2 the most. So I decided to develop on that. Idea 2 has strong potential on the storytelling which I love so much. Drive and shoot is only the initial idea, I think there could be more narrative instead of just keep shooting things.
Class activity group members: Me (Xiaotong), Shirley, Jimmy
We (I) think the intention might be, to let players feel the world, feel the connection between environment colours and the character’s emotion or the character’s strenth wether mentally or physically. Also to feel the way that character get through various ways and collect items to learn more skills, and of course keep move foward.
It might be a continuous jurney, there’s no faliure statement, so the game might want the player to focus on the graphics and art, the visual connection with the character’s inside. So players try go through different scenes in the character’s perspective, to see how the character evolve after getting through those paths and gained different materials.
We noticed the game is using watercolour & ink art style, also there is a main theme of different scenes, likely representing what the character is feeling. The journey might be like from dark & cold colour to bright & warm colours, which could be defined as from depressed & grief to self forgiveness, relief and love.
Part 2: Game Analyse using the MDA
Game Mechanics: Players can walk, jump, explore the environment, solve platforming puzzle, and collect game pieces such as a ‘light dot’
Game Dynamic: Observe the environment, see the animation, collect essential items to explore new ability and interact with it to overtake problems, for continueing the journey
Game Aesthetics: Hand drawn watercolour and ink style paintings, colour changes reflecting character’s emotion. The emotions might be: Sadness, grief, loneliness, hope, love, relief
Development with intentions & Notes:
I think the intention is to let player feel the world, think about what is the main character feeling, what challenge does she have, and keep going to overtake the challenges or go through different paths.
Behaviours and experiences
For Game idea 1:
I would like players to feel the stress about the stress from being chased while running, feel excited when collecting valuable items, and feel the relief of reaching the end. To think about the move they’ll take to balance whether take more risk to gain more score or get themselves safe before reaching the exit. Players would experience the character keep running forward in a fairytale style corridor like arcade, face their way get blocked by different materials, make move to pass through, and eventually see how the game ends when they succeed.
Find route, take effect on special buff/debuff.
But I choose to go through my second idea, so here comes below…
My Game Intention:
I want the players to explore the space by driving a spaceship, to be strongger by finding equipments in other ships, to make them save by attacking aliens, to be able to ‘get home’ by rescue other teammates, or by gaining enough information.
I want the player to feel loneliness and nervous when floating in the space alone, nothing related to you arround, just deep and dark. To feel alert when they aren’t sure what will happen next, to feel worried when the aliens are reaching, to feel relief when shoot them down, to make desicions when you have to save people or collect more items. To feel excited when someone is saved, to feel nice when collected many equipments, to feel happiness when succeed with teammates.
Mechanics: In my game could be like other spacestation & spaceship which you can conenct to it and go search for supplies or some hurted NPCs, this is like the thing player keep playing for. Maybe players are able to do something when trying to save people, maybe there are conversations when seeing other NPCs, To drive the spaceship, to shoot things, to collect things, sometimes solve a puzzle.
World: The story could be in the future, Maybe there is a war just happened, the player is a member in a team but all got hurt so much, or maybe there is a mission about something but the character got into the wrong direction when transforming in the space.
Aesthetics: Maybe futuristic style, or cyberpunk but ruined, like the world in the game stray, but with limited colours, more white and black, I prefer to make it more realistic. Maybe give colour changes on something special, like the game GRIS, for example highlights with different colour, or space stations with quite differnet style representing a statement or a circumstance of that ship/station.
Technology: big open world, based on space, keep generate things but randomly, like raft which you floating on the ocean surface and can see some islands far away. the shape of those facilities, all aiming to create a lonely environment. Also the items layer could collect, how players interact with other ships, how they get in and find items, how to drive the spaceship, how to attact aliens an how aliens behave.
questions ask my self: What motivates the player to leave safety? What makes entering an abandoned ship frightening when nothing may happen? What does the player gain besides equipment? How does rescuing someone mechanically change the player’s experience? What does “home” mean in this game?
Collect equipment/resources to fix the ship? Rescue many people to make the current ship ‘home’? Or something else, like crafting something, or expanding the ship. But I want to make my game unique, so these could possibly all be removed.
The player travels alone through a silent, ruined region of space, using their spaceship as their only safe home. PLayers explore abandoned spaceships/stations for equipment, information and survivors. Players constantly decide whether to search deeper or return safely when facing unknown and danger. As more equipment/information is gathered, or more survivors are rescued, the players are closer to ‘finding a way home’.
My core experience:
I want the player to feel lonely, to feel the distant, the quiet, and how small and weak they are.
Every abandoned ships/stations will represent an opportunity for getting strongger but with uncertainty. That’s how players have the motivation to go.
I want the final goal of my game is to ‘find a way home’ which could be ‘forming or finding a new home’, or in the Narrative ‘get home’. So players doing the resource collection or exploring things are all aiming this goal.
So Now:
Game Pillars:
Isolation
Curiosity Under Risk
Finding a Way Home (Might be the reason players collect equipment and rescue people)
What mostly makes you want to keep playing this game?
What feels most interesting?
What is one thing still unclear to you?
Feedbacks I recieved:
I can see that my game loop is supported but still have space to develop, also what actual unique mechanic I wan’t to design I have to think about, and of course some moodboards or reference boards are needed, I think to make sure the players would get a better understanding of the mechanic/world.
“My ‘game description’ looks good, but for the elevator pitch, make it much shorter, in 2 sentences.”
So currently my game description is:
The player travels alone through a silent, ruined region of space, using their spaceship as their only safe home. PLayers explore abandoned spaceships/stations for equipment, information and survivors. Players constantly decide whether to search deeper or return safely when facing unknown and danger. As more equipment/information is gathered, or more survivors are rescued, the players are closer to ‘finding a way home’.
Now it might be:
3D space explore survival game, players search resources and survivors to get home.
In the past weeks I am facing the existential crises, like I strongly feels that I do not belong here. But I get recovered through out attend the class normally. The more I come to class the better feeling I get I guess.
I kept thinking to make my game ideas highly completed, I feel worrying about If my game is too complex, too big, or not that interesting to play, and I don’t have a representitive prototype would makes me bad. I didn’t ask for help, that’s what I realised now.
Elevator Pitch: SandBox Survivor Video Game. Players try to catch resources floating on the sea to craft equipment, build living facilities, and expand the raft, in order to be able to face ocean dangers.
Game loop: Gather debris – craft tools/items – expand raft – spot islands/structure – explore – gather resources – back to raft – keep gather debris
Game Pillars: Survival, resource gathering, floating home, exploration
Game Mechanics: Hook(to gather), hunger/thirst, crafting, planting/fishing, farm/cook, diving, island exploration, fighting with mobs, narrative, multi-player cooperation.
Things that inspired me:
The point of grabbing resources on the sea surface, crafting tools, expanding the raft, and the hunger, thirst, and health point. They have a strong way to keep players play, and also there is risk around so players should keep doing this to survive. Also it seems to be an interesting way to play, because when I saw the game play I was quite interested.
So I think the idea of survival, sand box games is really interesting. But Raft provides a clearer goal, you have to build up your home, find islands or structures, explore the story of this world, but eventually to build more on the raft, to make it eventually home.
In my game, I imagine players are doing similar exploration, like to find ruined structures(islands in RAFT), get in and search for resources.
But my game is driving a space ship in space, how to relate the item grabbing from Raft? I think maybe the abandoned/ destroyed objects are floating around the ship so players might have the ability to grab those pieces, so they can get some tools built or fix some important machines that could make an impact on game play.
I imagine the ‘raft’ (the spaceship) that the player uses as the only safe home, there’re already broken machines waiting for fixing. This system could somehow be the ‘crafting’ in my game.
No Man’s Sky is a game about exploration and survival in an infinite procedurally degenerated galaxy.
I think the feeling of this game is pretty ‘free’, like players can go anywhere if they see their destination. So every star in the sky is an actual accessible sun.
I actually really like the mechanic, that the world will generate itself randomly, and since generated it becomes part of the game. But It seems my game is about the structures, floating stations, so I might want to set them up and put them in the order that I want.
Things that inspired me:
I like the feeling that you can go somewhere if you saw it. Like the game RAFT, you can’t see there is something on the sea, but sometimes a shape appears on the horizon, that feeling of excitement is really important. I want to keep working on the idea of loneliness, so this feeling can help I think.
In this game, every landscape on every planet is different. This is interesting because it always provides interest to the player so players would have the willingness to keep exploring different planets. But It is hard to build in my game, if I have to set up the scenes before the play.
Another point I got is the UI design. It feels simplistic, like there is not too much information on the screen, it is transparent, it is clean, and just built up by basic elements. I want my UI to be quite similar.
‘Firewatch is a mystery set in the Wyoming wilderness, where your only emotional lifeline is the person on the other end of a handheld radio.’
This game is a first person adventure walking simulator game. Players play as a wire lookout to keep the wild safe. Players experience the strange things around and manually unlock the true story of the world.
I really like the idea of ‘radio is the only contact of the world you’ve left behind’. This looks so good at representing loneliness. By the trailer I can see the game is like experiencing the adventure through different landscapes, seeing different scenes, and the atmosphere fits quite well.
In the trailer they seems to be contacting quite often, but I think the video is just a collection of the moment when they’re chatting, I think to my game I would take this idea of radio connection, but what I imagine about the radio, is like in the movie Interstellar, the protagonist sometimes have a vision from the TV to see how his family has changed after he went away.
Things that inspired me:
In firewatch the radio is a strong emotional support, in my game there could be a similar system, which takes the rule of sending missions, answering questions, giving analysis, etc. So what my game needs is emotional support, maybe being around with the player from the start to the end.
I think this game creates loneliness & isolation by minimise actual human contact and visual, and the quiet environment storytelling. My game could involve these points.
‘Outer Wilds is anaction-adventure gameset in a smallplanetary systemin which theplayer character, an unnamed space explorer referred to as “hatchling”, explores and investigates its mysteries in a self-directed manner. Whenever the Hatchling dies, the game resets to the beginning; this happens regardless after 22 minutes of gameplay due to the star goingsupernova. The player uses these repeatedtime loopsto discover the secrets of the Nomai, an alien species that has left ruins scattered throughout the planetary system, including why the star is exploding.’
I like the idea that planets will evolve through time. It makes the planets feel alive, more interactive. I mean I can see the things that get in the way are about the dangerous environment on different planets, and players sort of must experience it to find clues of the world.
Something interesting I realised from this game is that those planets actually look pretty small when the player is reaching, because I can see that huge curve of the planet horizon, even the whole planet is visible from outside. But they keep their complex when the player gets onto it.
Things that inspired me:
The time loop idea is really interesting, it is like a very meaningful adventure that has been provided to the players. It feels like we have to get the mission finished and the players which are us are the only ones who can do it.
What I want to take ideas from this game is, like there are events happening on the planets, the structures in my game could have similar events to make the place more interactive. I mean I love the time loop idea, but I’m more suitable with the fact that there is an actual end of the game which feels relief, and I think the time loop in some way is right like players do similar things for the game loop again and again, they both take time and there is a cycle. In my game what players do is to collect different components again and again to be able to fix things, become stronger, safer, and then they succeed.
Another thing important of this game, is each time players adventure, they will get new information, and that information would help future adventures. This is quite interesting and I would imagine to my game is, there is a notebook which players could use them to record information and helps them to explore deeper. I think for the ‘megastructure’ idea in my game, it’s kind of similar with the time loop, the player just get in that structure over and over again, but every time there is a chance to go deeper and see new things. I’d like to take that idea.
Official Website Screen Shot
Idea Development After (Based on) Research:
So My Ideas were developed through multiple times. At the beginning, my game is pretty much like a ‘Space Raft’ game, but here is the additional thinking:
1.You can’t meat any human beings. Maybe you can, but they’re all almost/already dead. You spawn in your broken ship, first you have to do something to fix your ship. Like pick up separate pieces. 2.The radio system. Also have to be fixed on the ship. When it is unlocked, you receive some information that tells you what happened to this world. Maybe give you some emotional connection between people. 3. Note system. You can find a notebook, it helps to know yourself in the past. You can add new notes in it, like if you fixed something, killed something, or went somewhere. There is always an option add to notes. The information player add to the notes are defined by developer. The note option will appear when a player event is done. 4. You can kill something. They truly exist, they’re the threat. Killing them will give some reward, like item pieces. 5.pieces are floating in the space. you have to go out of the ship in order to collect them. But when the automatic collection system is fixed, no need on this, but still can. 6.AI that gives you suggestions of what to do, information, item recognize, or helping information recording. Maybe alarm risks, attack things for player. 7.Broken machines on the ship. Radio, AI (a screen to display it, and maybe the battery or electronic system), attacking, power, auto space grab, or more, like locked / blocked doors of some room.
Now The game loop / pillars are pretty much changed to:
Pillar 1: Isolation. Related to the player emotion, loneliness.
Pillar 2: Reconstruction. Players will manually fix different systems to enrich the game play.
Pillar 3: Discovery. Player discover unknown structures, components, and gradually get the understanding of the world.
I’m not sure if the game pillars are not supposed to be changed by developments, but I think they both could be considered as my game pillars, just how they’re neccessary has changed.
So basically two elements were removed:
Multiple abandoned stations to explore (like the islands in RAFT) – One colossal structure with different levels. This is because I want to make things easier to build, without the loss of the original feelings that I wish to provide.
Collect objects & info, rescue survivors – collect objects and info only. This is because I want to emphasise the isolation. Also because of the additional research I decided to maintain ‘past human contact signals’ but not with some actual human contact in the game. It will bring more mystery to the colossal structure as well I think.
The third idea evolution based on more thinking:
If I set all the items in the scene, except for those belonging to the scene, as items that can be picked up, and there will be no prompt to pick up anything on the first try, but only an increase in the space of the backpack.
I can imagine that when players first try to collect resources, seeing that everything can be picked up and just randomly grabing around, but not getting the key materials will quickly fill up the backpack. Then the players will go back to identify the materials and find that they can only make some unnecessary things. So they will start to manage the space later.
I think crafting can be included in this situation, while keeping any item that is picked up can be decomposed into ‘raw materials’. These raw materials have a wider range of uses, but some basic raw materials can only be used to make items with a sense of life, such as furniture and so on. I want this initial “home” to have its own changes over time after playing it, such as in the middle stage of game play, players can start to make furniture with raw materials, and the journey later will be more towards a relaxed pace, but occasionally there will be major events that players need to enter a tense state to make decisions.
I feel that if I do this, the game objects and item scanning and identification will become too complex after too many of them, and a better classification and UI design is needed. At the same time, if I set the initial location as a larger space station, when players go to obtain resources, they will need to drive a small resource collection ship. Also, the target location will be changed from multiple to only one, but the structure will be larger, like something like “Cybertron” with larger structures, with different danger levels, and a map is provided.
I think the basic exploratory content will become much more, and the expandable space of the “home” will be very large. I also feel that being able to add special content related to food acquisition, such as breeding, thirst, and immersion, seems to make the experience stronger.
So my design intentions might have some development as well:
I want the players to explore … what should I say (Later message: its included in the Pitch Deck)
To explore the mega structure – to salvage items – return home(station) – identify unknown items – recycle the raw materials/keep the valuables – repair important systems/craft small things with those raw materials- expand home – be able to explore deeper with knowledge, fixed systems and tools potentially.
This prototype aims to test the initial game loop. Players are expected to follow the hints that I’ve put into the scene, and keep going with the right way. It is expected that players would feel confused at the beginning. They would feel that they’ve been driven to somewhere by a signal. They would feel what basic things they do on that place. They would eventually try to escape the station, and agree with saving a survivor. They would feel the emotional change when they got survivors rescued on the ship. And they would finally got clear in their mind what things are they keep doing.
Feedbacks I got from the testers: (from Serena, Maggie, Shirley)
All the testers are very confused at the beginning. Eventually got a idea of the game.
Two testers didn’t struggle with the time when they’re doing a desicion. They get into the room, saw the terminal, and saw the survivor. In the correct order I want.
One tester kept trying to go deep, so she is confused and asked me if this is the end of the game. But after several times of struggling, she found out she has to escape with the survivor.
Test results: Meet my expectation.
Players feel positive about the prototype. The hints are easy to understand, the feeling of ‘where I am’ is getting clearer. So I think the core gameloop works quite good in my prototype, also it tested a little bit of aesthetics in my game, and I think it is good too.
One thing I realised is that because the limit of the platform, the testers aren’t able to imagine the actual game story, I explaind the story for two testers after they finished playing. Probably nextime use a actual 3D platform prototype.
Because the image is too big, please access the google photos album to see the pictures of my prototype.
This prototype is aiming to test whether players can make meaningful choices when collecting unknown objects, and whether analysing resources and repairing station systems encourages further exploration.
Playtest observations: (tester: Xiaolin)
Player choose to go to the shuttle bay directly and begin the travel. (expected to check around first and interact with things) Player didn’t choose to gather floating objects. Player picked up Broken Sensor, Optical Module, and Empty Container. Backpack amount used 5/6. Player got back to home station. After analying the objects he got 2 optical components and 2 metal. Player decide to go back again to pick up the remain objects. (expected to try fix a broken system first) Player begins the second travel. Got in directly again instead of picking up floating objects. Player choose to access the room 2. (meant to be combat or consequences but not seted in the paper prototype) Player escaped and accessed room 3. Player found the Wire Coil. Player didn’t choose to fix any system before the test end.
Test Results/Evaluations:
Player did some really creative choices. First expectation of this test has met. Player’s choices of picking up objects is clearly affected by the appearance of the objects. Because the lost of details of my object drawings, he didn’t make the right choices to pick. (he thought the empty container is the battery) Second expectation has not met. Player didn’t get encouraged to play further, because his understanding of the world background is too missing. This is a problem I realised of this test. I should explain more background information to the player, instead of rush them into the game. He gave me some suggestions of what the narrative of my game could be.
Player said that he would be encouraged by level up himself, like gradually get strongger on their personal value on things like weapons, ability, armour. But my game does not focus on that. After a few more explain, player finally understood the game loop and what is he testing.
Player give highly positive feedback on the gameloop. He said it is interesting to play, if there are goals and hooks that attract players in the narrative. Next step might be focusing on the background design, the world overview.
Ideas developed once again before made the pitch deck.
One main thing added: The interstellar jump system.
This is like the biggest final goal in the game. Fixing it requires a specal piece of material, which could only be found in special places, or in special circumstances. If fixed, players are able to locate their ‘home’ and start the jump to end the game. Why I add this? It should be the reason that players keep playing the game, keep playing the game loop over again. In the background story, the player’s goal is to get home. This system provides the ability to reach that goal, just need to be fixed when playing. While players are getting other raw basic resources, that’s when they use those basic materials to do some crafting, or fixing more basic systems. Of course, each travel would make a chance for better next travel.
Game title & tagline:
‘Beyond The Light Years’
‘Uncover the Past. Rebuild the present. Find your way home.’
I want my game title to show the sence of distant, isolation. The title is directly translated from Chinese, not sure ‘the light years’ is appropriate in English, I hope it’s poetic.
For the tag line, I just like uses the key words to sum up the game story.
Newest design intention is included in the pitch deck.
Some art samples I think useful. The first collection is aiming to find the sence of huge, colossal, and also abandoned or ruined.
For the cyber cities from Blade Runner 2049, I just want to explore the Sci-Fi art style in my game, and also the distant city in the desert, I think I like the colour yellow, I think It really creates the feeling of mysterious, it’s like makes me feel there is secret inside, so I’ll defenitely set up the core colour of the appearance in the space.
Here is a drawing I created using Procreate:
This drawing is still testing the contrast between the colossal structure and the tiny player shuttle. I think the feeling is not that good, but It definitely experimented the colour in the space, and the mysterious appearance of the structure.
The actual appearance is undefined yet.
This image is created to test the feeling when exploring the mysterious structure. I want the time line inside this structure is weird, that’s why there is like only very historical objects inside this dark room. (Absolutely not because I can’t draw Sci-Fi style :((( )
This storyboard is aiming to visualise the normal expected experience of the player. Hope it is easy to understand.
2 possible UI visuals of the AI assistant in my game. Created using After Effects.
First is when it’s standing by or responding.
Second is when it’s analysing or listening.
Details are in the Pitch Deck.
I just used audio spectrum to visualise it. It will evolve with the rythm, I think it’s just a very appropriate tool. The circle shape is formed by a circle mask. A realistic glow is added too. When it’s standing by, there will be only a straight horizontal line on the black background. When player is speaking to it, the frequency will respond to that sound, which moves like what have shown in the animation. I want the round shape to represent when it’s thinking, doing tasks for the player. I took idea from usual loading design, they are usually short lines organised up to a round shape and keep spinning. There must be a glow to show the style of futuristic I think.
After presenting my pitch deck in class I feel quite unconfidence because It seems my pitch deck is just long and complex texts but with less things that is actually going to appear in the game. I don’t know if it is not powerful enough, but everyone else seems good on it. They got very nice prototype visuals, even a lot of mechanics are tested in a good way. Mine’s too, but becaue the checninal thing so I don’t have to think about testing aesthetics in my prototype, I think that is a sad thing. I did thought about some other mechanics would be in my game, but I didn’t get them included in my pitch. I’m not sure if it is necessary, to make my game unique. I mean, I think my game have many point that is better to come up with the time when we’re actually creating it, something defined early would limit the develop options, I don’t like it. For example about the character. We just know he/she is a survivor after a war, but what actually about him/her is not clear enough. I think the whole world overview is the main thing I could’ve done more.
After looking at the crit results, I realised there is a disagreement on my ‘supporting materials’. I understand that my prototypes are still not a great represent of my game. But at my stage I really don’t want to learn everything to build my prototype on 3D platforms. Sad.
There is another disagreement on my game loop, it is not engaging. I can see my game loop is a bit too clear, it doesn’t show too much information of what the players are actually playing. I tried to visualise it with my storyboard, but in discription there could be more.
A situation I found out is my game loop is quite like some sort of delivery management game, but isolation is the core emotion in my game. That’s why I added some additional information below my game loop in the pitch. Also it seems like my bigger game loop is not there. So I added a long-term progression of my game, with the gameloop part. It’s like every time players will go find basic materials for living, but also finding the way to fix the highest technology. Every time they get back to home station, they actually want to check the condition of that technology too.
About my game’s unique positioning, almost half evaluations are 3/5. I know it is another lacking point, because I didn’t research deeper about other similar games. I did mention my game’s unique point some how.
Last words before finish editing. It is the first time making a game pitch. Quite confused at the beginning, developing slowly, but finally comes to an end. Hope my pitch is interesting to see. If my pitch is chosen, there is definitely a loads of work to do. ;)))