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Digital Storytelling Projects
Virtual Economy – The Hero’s Journey PreVis and Prototyping
Bicycle and Path

In Second Life we are creating a fun new way to explore our island. Avatars can grab a bicycle at the starting point, and a few other locations along the trail. They can ride the bikes along the trail choosing which direction that they want to go. At each fork in the trail there will be a sign to help guide the Hero along the journey. The Hero will also have complete freedom of choice as to where they want to explore. The path leads through every area of the island, essentially connecting all educational topics. Along the path they will find places to rest and recharge along with objects that they can collect. Although there is a starting point to this journey, there is no official end. The Hero may explore the path indefinite if desired. While choosing to ride in different directions, the Hero will embrace new learning experiences. To accomplish the goals of this journey the Hero will need to embrace the following keys to success.
keys to success: Courage Key, and the Set Goals Key
The Keys to Success are Courage and Set Goals. It takes true courage to embrace the Hero’s Journey. Without courage one may never begin such a journey. True courage allows the Hero to endure the struggles and find solutions to the obstacles. Along this journey the Hero must also Set Goals for without them there is no direction to follow. Like in real life this bike path is no straight line. The Hero must Set Goals to know which path to explore to gain the desired knowledge. Goals come in many sizes. Small goals are quicker and easier to achieve and when combined they lead to the accomplishment of the BIG Goal. The Hero may choose a Big Goal, but will need to Set small Goals to continue the journey without becoming overwhelmed.
Mood Boards
Bike Path

Bicycle

Immersive Engagement Proposal
1. Premise and Purpose
The objects that I am proposing to Second Life are bicycles and a bike path that avatars can utilize to get around our island. Our area in Second Life is a virtual environment that shows what it is possible to create in the multimedia program while also showing the journey students go through. The Hero’s journey is not always sunshine and rainbows which is why we have Self Care highlighted and show ways students can practice it in a healthy way so that they can remain productive and happy. Users can grab a bike and ride while exploring the path that will lead them to different locations designed by other students and faculty at Peninsula College. This is a great way to engage new students and potential students to explore and learn more about self-care and the multimedia program.
2. Audience and Market
The intended users for bicycles and paths are Peninsula College students, potential students and really anyone who is in Second Life and has an interest in our projects at Peninsula College. This biking experience is intended to be a fun way to explore and learn by providing a new way to travel and exercise. The only tech savvy requirement to use this will be to have the knowledge and ability to log into and use Second Life on their computer. This project is appealing because it opens our island to cycling enthusiasts and brings a new and fun way to explore. There are plenty of bicycles in Second Life already, but what makes us unique is the pathways that we have discussed in class. This includes the underwater aquarium style tunnel bike paths, potential underwater aquarium style bike park, and the more immediate bike paths in our area that lead to different areas of study and learning.
3. Medium, Platform, and Genre
I will be attempting to create these objects in Blender for 3D models that can be utilized in Second Life. I will also have 2D versions available that I will create in Photoshop. The Benefit of 3D is that it creates a more interactive experience while 2D is still informational. If the 3D version is successful, it will be a first person user controlled experience while if 2D it will be more of art arts and illustration.
4. Narrative and Gaming Elements
The narrative of this bike path is to explore the story by choosing your pathway. The bike path will have forks where users will find wood signs directing them to different areas. This resembles our educational journey as not everyone takes the same path or learns in the same way. Here the users control their experience. The paths that they choose will lead them to stops along the way such as a snack shack where they can grab a bite to eat. They may also encounter beautiful views and water stations. Most importantly, the paths that they choose will lead them down different paths of educational experience just like Life. The narrative of this story should be encouraging and so it would be a great idea to place objects hidden along the bike path in different areas that users can collect such as bike parts or bike decals/stickers. The challenge of this journey is to choose the right direction as each path is different. To win you simply must collect all the objects hidden along the path. Each path might have different elements that contain different collectables. The best part about this gaming experience is that nobody loses, they can keep biking, exploring, and learning for as long as they want.
5. User’s Role and Point of View (POV)
The user will be the adventurer hero who is riding the bike along the path. They are making their own choices and experiencing this through 3rd person avatar view.
6. Characters
Nonplayer characters now will just be signs that point users in different directions and other ones that contain helpful lessons.
7. Structure and Interface
The starting point will be the bike stand where they can pick up a bike and go for a ride. The end point will be the same bike stand, but the path never really ends. Like Life, they can continue the journey if they like. The project is structured like this to be an ongoing journey that will hopefully continue to expand into more areas. The user will know that they are progressing by the knowledge gained and the items collected while using the signs to guide the way.
8. Story world and Sub-settings
This project is set in Second Life on our Multimedia Island and journeys through all areas to provide a connection. The challenge is choosing the pathway that encompasses your desired outcome of learning without having to backtrack. The setting is a forest island with beaches and waterfalls. the time-period is present and with no time limit. This journey should help students learn the importance of choices made in their own time.
9. User Engagement
The engaging factor is the exploration to find collectable while gaining knowledge. Users can only find collectables on certain paths so it will drive them to explore more of our area. If the collectables are able to be built into an object such as a bike, it would be a huge incentive to explore since bikes sell for over $100L in Second Life. The added tension is making the right choices to find the parts without having to redo the course. This system is rewarding in nature with the only penalty being more time biking and exploring. The meaningful activity is helping the users learn to navigate and build.
10. Overall Look and Sound
The visuals and animations the adventuring hero’s will see have been created by many students who have come before me. There are animals, trees, waterfalls, buildings, art, and so much more. The over all look of this environment is modeled after realistic things in life with a touch of fantasy. The audio is encompassing of all of the sounds your would normally hear in the areas explored, but we could add in the pleasing sound of a smooth working bike chain as the hero pedals.
11. Interactive Scavenger Hunt
The scavenger hunt is for collectables and bike parts. The connection between this virtual experience and the one in life is the choices made. We all choose our paths in life that lead us to different destinations with different results. The adventuring hero must choose the right paths to find the right parts or must continue adventuring more paths until the desired parts and collectables are found. The settings encompass all the educational areas found on our island. The goal is to teach about each subject. To do this effectively, each subject may have a hidden clue.
12. Marketing of The Hero’s Journey
This project will be marketed by Professor Brock to new students. This can also be marketed on social media and YouTube. This project will require mentorship to be successful. This should also be an ongoing project that continues to grow, especially as it gains interest.
The Hero’s Journey Virtual Experience
Second Life is a 3D world. Users can create their own avatars, clothing and accessories, and entire worlds around them. I would like to create my own world in Second Life. My world would be a city within nature that is modeled after a town in Washington state. On the Olympic Peninsula the surrounding area is so beautiful, it would make a great home in Second Life. My creation would allow people to explore and even find shops to purchase items that I create. In this area I would also create a virtual campus that teaches photography and Adobe Photoshop. I believe by teaching others, a community can be built and communities thrive in education.
In Second Life there are places called “Sand boxes” that allow users to build 3D objects in world. Users can also import 3D objects that they create in another app such as Blender.
I found some interesting places to visit in world through some online research using the Second Life website: http://secondlife.com/destinations
Education in Second Life is a Huge advantage for people in general but especially for those without ability to attend real life schools. I look forward to the future when more online education opportunities become a reality.
Educational Location and SLurl:
Museum of the Maya and Inca Civilizations secondlife://AYUDA%20VIRTUAL/78/233/1512
Churches and other non-profits in Second Life offer opportunities for building communities. This is a great to expand the cause.
Nonprofit Location and SLurl:
St. John Orthodox Church secondlife://Bedarra%20Island/157/29/38
The ability to sell things online is a huge advantage in today’s world. With everything online becoming more popular this opens career opportunities to people with disabilities as well as the geographically challenged.
Retail Location and SLurl:
Atlantis Dock Shopping Mall/Design Space School secondlife://Arpeggio/100/106/0
Art displays in Second Life are a great way to showcase your work and build your brand, maybe even provide the ability to make some sales.
Art Location and SLurl:
Mortality Monkey Art Display secondlife://RHODA/210/4/24
Performance art in Second Life is a great way to find entertainment and keep in world more interesting. This also opens the door for self-expression and building a community,
Performance Location and SLurl:
Cittadella secondlife://HYDES/183/220/2501
Role playing in Second Life allows users to experience lifestyles that they otherwise could not. This opens the doorway to possibility and creativity.
Role-Playing or Gaming Location and SLurl:
Amiville, Colorado secondlife://COLORADO/129/165/652
In real life people are making bank by creating in Second Life. People are quitting their jobs and just living in world and working from home. With the right skills you can find a new career path in Second Life. This has the power to empower those who otherwise would have no opportunities due to disabilities.
Real Life Location and SLurl:
Dublin secondlife://DUBLIN/174/207/25
3D key
I created using Adobe Illustrator, Adobe Photoshop Beta, and finished in Blender. This is the “curiosity” Key of Success. This is my first complete with texture 3D creation.




3D couch
I created this in Blender it was my first 3D creation.


Pre-Vis Board
Explore my progress through these links
Infographics and Data Visualization Management Report & Projects
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