• Room 1: Desert
    • This is the first room that we are introduced to. We learn that our cyborg cowboy character doesn’t know what happened or where he is.
  • Room 2: Saloon
    • The saloon is where we figure out we are in a time when humans are still human, and we are in fact in Lubbock, Texas during the wild west days. 
  • Room 3/4: Desert continued
    • These two rooms are our character’s journey through the desert where we run into another cyborg like us and we learn that there are more cyborgs from the future all throughout time.
  • Room 5: Bunker
    • We are introduced to the cyborg bunker, where they are headquartered and hide away from society. You learn that you were all sent to different time periods to prevent things from happening that would end the world in the future.
  • Room 6: Workshop
    • This room is where our new cyborg friend helps us by putting a new battery in and getting our systems up and running again so we can go out and be ready to save humanity.

One main area that I used abstraction is on the borders by using icons (pg. 27). In the desert settings, I used a horseshoe as the first border when we meet the horse, and cactus for the other rooms to represent a desert feeling. In the saloon I decided to use targets as the main border to show the outlaws and the way they lived as gunslingers during that time. When we get to the bunker, I tried to make the border seem technological by using a plug, and in the final room, the workshop, I used hammers as the border to show that it is a room for repairing.

The main kind of transition I used is the scene-to-scene transition. Every transition leads into a new scene besides the desert continued room when you are walking through the desert. Whenever we meet the fellow cyborg and also with one of the bandits, I used a subject-to-subject transition in the dialogue by having the characters talk back and forth (pg. 71). When it comes to the actual transitions used, I used fade transitions whenever moving scenes and a swipe transition for the desert continued room and the bunker to the workshop, since these are connected and not a whole new place.

For me, I looked at each room almost as its own “panel” like in a comic book, and I used transitions to help show the time frames. For example, the fading transitions show that there is some travel between rooms, and it took a little bit of time to get there. The other transitions that don’t fade show that it is just a continuation of the room or scene and acts similarly the "bleed" technique used in comic books (pg. 103).


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