Enter the Imaginable Final Treatment
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Transcript of Enter the Imaginable Final Treatment
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Stijn Verhagen | 2367068 | Fontys Academy for Creative Industries | Minor Transmedia Storytelling | Sep/Oct 2015
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TABLE OF CONTENTS
INTRODUCTION TO THE TREATMENT 3
BACK STORY & CONTENT 4
SHORT SYNOPSIS 4
PLAYER GOAL 4
HIGH CONCEPT 4
GENRE 4
THEME 4
PREMISE 4
CONTROLLING IDEA 5
DESIGNING PRINCIPLE 6
CENTRAL CONFLICT 6
STORYWORLD TIMEFRAMES 6
EVENTS 6
SYNOPSIS 7
PLOT POINTS 11
CHARACTERISATION AND ATTITUDE 13
DOCTOR PARNASSUS 13
MR. NICK 14
PERCY 15
BALTHASAR 16
ANGELICA 17
SIGNIFICANT OBJECTS 18
SETTINGS 21
TOPOS 21
DEMOS 21
CHRONOS 21
USER JOURNEY 22
LINK TO ANALYSIS 23
BIBLIOGRAPHY 24
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INTRODUCTION TO THE
TRANSMEDIA TREATMENT This document is written as an addition to my analysis about Terry Gylliam’s:
‘The Imaginarium of Doctor Parnassus’(2009) and will be a complete walkthrough
for the ‘Enter the Imaginable’transmedia extension.
It is made in a way so that it fits with the already existing movie and could be an
instant addition to it. Keeping in mind very important parts such as the movie
concept(s), story, characters, design, target audiences and underlying themes.
The goal of the transmedia production is to enlarge the story‘for those with eyes to
see and ears to hear’and to immerse them by constructing the connection to the
user’s personal life and environment.
With ‘Enter the Imaginable’ the story world and the life of The Imaginarium and
Doctor Parnassus will get new dimension by filling in the gaps that could possibly the
side story that was left out of the movie. Giving the user choice in the possible
outcomes will indulge them even further into the totality of their, mine and Terry
Gilliam’s (possible) imagination.
With the potential of new media devices and a thoughtful, future oriented view, it will
give new meaning and life to the original adaptation.
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BACK STORY & CONTENT
SHORT SYNOPSIS
‘Enter the Imaginable’ revolves around the story in which we follow Parnassus in
the everlasting quest to retrieve his great Imagaginarium. Will he stay sober and
awakened to get it back?
PLAYER GOAL
Help Doctor Parnassus defeating Mr. Nick by making the right decisions and winning
the bet, in order to preserve the knowledge and save the souls. Join the troupe and
retrieve the Imaginarium!
HIGH CONCEPT
Tell the deeper layers to the story of Doctor Parnassus in such a way that the original
story is a parallel story, which can have another outcome. ‘Enter the Imaginable’
goes into the missing links of the movie. Do you know the difference between right
and wrong?
GENRE:
Adventure, Fantasy, Mystery.
THEME:
Entertainment, (Serious) Game.
PREMISE:
Learning about the world around, hence the duality of life, can be fun and intriguing.
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CONTROLLING IDEA
Beginning (setup)
Parnassus finds himself in the streets of the modern days. He chose not to interfere
with the happy family that used to be part of his troupe. Left behind with only his one
true friend Percy, and a cardboard representation of what once was the great
Imaginarium.
Parnassus is trying to ‘stay on the right path’, by preserving and maintaining all the
lessons and teachings he has gathered throughout the ages.
Middle (conflict)
Knowledge is the key to wisdom. But in order to make the right decisions, one must
first become, but mostly stay, aware of the world around.
Doctor Parnassus tends to drink a lot and is already around forever, which makes him
very old. Therefore he forgets and needs assistance in order to remember.
Since most of his troupe left, he is in desperate need for some help for whenever Mr.
Nick offers him the red apple. Because when he accepts it, he needs to be sober and
awakened.
End (resolution)
Is Doctor Parnassus able to withstand temptation, preserve knowledge and bring back
joy into the life of the people? Will he make the proper choices?
‘The power of the imagination to transform and illuminate our lives.’
ENTER THE IMAGINABLE!
Will you keep your mind pure in order to illuminate the souls?
The imaginable is infinite and so is our material world around. Busy, unraveling and
sometimes confusing. It’s not always easy to make the right decision. That’s why
we are constantly conflicted with choosing. And often, our laziness or ignorance will
lead us to the way from which we already know that it is the wrong one. In ancient
literature this refers to the Seven Sins in opposite of the Seven Virtues. This will be
the main underlying concept for ‘ Enter the Imaginable’.
This production is all about the retrieving of the Imaginarium. And only by leading
Parnassus through the act of decent decision making he can get it back. Will he lead a
life of virtue or will he find himself as a sinner once again?
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DESIGNING PRINCIPLE
Discover the world around and find out the stories behind the film’s question marks.
Emphasizing around the subject of temptation and going deeper into the movies
connection with reality (myths, worldly symbolism, objects and their meaning).
‘Enter the Imaginable’will be a parallel story to the original movie. The point where
the movie stopped could be interpreted as the repetitive start in which Parnassus
comes to the point whether he takes the Devil’s red apple or leaves his life the way
it is. Will he bet to change the course of time? Can he make the right decisions this
time?
In order to translate and experience a variety of dualities that fit to this theme the
focus will be at whether the user makes useful decisions. Will he take the bet in order
to learn, contribute and save the souls?
CENTRAL CONFLICT
Parnassus needs your help in order to save humanity from the dark side and to bring
back imagination itself! Therefore he needs his great Imaginarium once again. This
time, it might even be bigger and better than it used to be. But to get it back,
Parnassus must remember all the worldly knowledge that exists. Will you help him to
win the bet and make the right decisions?
STORYWORLD TIMEFRAMES:
Where the movie stopped, ‘Enter the Imaginable’ begins. You could see this as the
repetitive starting point for the journey of Parnassus. We follow Doctor Parnassus in
the course that it will take to retrieve his great Imaginarium. Over this period the
story will focus on the past (the last century) of Doctor Parnassus, by retrieving
missing data you will gain insight about his ancient knowledge. The time this costs is
mostly up to the user, since this side story is partially an evolving and progressing
game based production. Depending on the user input, it can evolve but also transgress.
EVENTS
1. THE BEGINNING - Superbia
2. THE CARD-BOARD THEATRE - Avarita
3. THE PUPPET SHOW - Luxuria
4. THE HURDY GURDY - Invidia
5. THE IMAGINARIUM - Gula
6. THE MODERN VERSION - Ira
7. RESOLUTION - Acedia
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SYNOPSIS
1. THE BEGINNING - Superbia
Doctor Parnassus is still trying work his way around with all the gears he has.
Although he has Percy on his side, he is in desperate need for new members of the
troupe. Because he is not able to always listen or rely on this only friend… But he will
not admit to this. Bound to this tormented curse of illuminating people’s lives, he is
close to giving it all up. And again, he falls for the temptation of the easy way out,
liquor.
It’s getting dark and in desperate need for company, but with only Percy on his side
he cannot longer help himself and starts drinking. Then, Mr. Nicks comes into play and
yet again asks the Doctor if he is up for ‘a little bet…’. ‘I bet you will never get
back on track, but if you do, and you manage to guide five of your closest souls, I will
give you your life back. You can be free, you know!’ But, in order to win the bet and
save the souls, he first must reclaim his own mind.
Percy appeals to you! He explains that when Parnassus is drunk, he can’t make the
right decisions, so he needs someone to assist. Should they take this apple, this
temptation to relive the story all over again… Because when they take on the wager,
they better have a good assistant! Can you help them? Join the troupe and purify the
souls!
Appeal to the audience by recruiting people to join the troupe, through social media,
website and teaser video. Percy, the subconscious, knows the difference. That’s why
he, as Parnassus, appeals to the audience instead of the ‘proud’ Doctor. He needs
to learn the key essence of being humble to his fellow troupe members; otherwise
they will not join or leave instantly.
2. THE CARD-BOARD THEATRE - Avarita
‘Ok, you said you’re good to go, you’re now part of this bizarre gang! We cannot
go back to the streets like this in the morning. The old man is still drunk and he
probably forgot everything again already. Besides, he kicked over our only prop that
could possibly get us anywhere… And before we can get somewhere, you need to
know why it is shaped and designed like it is. Do you think you can fix it and puzzle it
all back together?
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This part consists out of a puzzle game in which the user needs to reconstruct the
card board version of the Imaginarium. Through a game of collecting he needs to
decide whether an item is of use to fix the Imaginarium or unnecessary and only has
‘meaningless’ value. This is the addressing of the duality between greed and
fortitude. By choosing the right items, the user will not only fix the card-board
imaginarium, but instantly transcend it to a next level version.
3. THE PUPPET-SHOW - Luxuria
The following moment Parnassus is already again traveling around with the version of
Imaginarium that came after the card-board version. We find him confused, unable to
already completely remember what had happened to the older one. In the meantime
we see Percy play the familiar story with hand puppets. Parnassus joins him and
continues the play.
After a while Balthasar approaches the pact. He begins to talk to them after they finish
the play. He explains to them that he works for a circus and that he could use some
help in order to let it survive. Since for a while they have been under a lot of pressure
by the female mayor. Angelica wants those weirdoes gone, though, after a while she
starts having feelings for the Doctor. Balthasar asks for help. ‘Since you guys are
street performers to, you might be able to help us!? We need to find new people to
collaborate in this quest!’
Will he choose lust or justice?
By sharing the carrying social media campaign the player either instantly unlocks the
next chapter or will have to wait for a certain time sequence to finish. This can be
linked to a certain amount of people that should have shared the campaign poster
through social media, in order for everyone to open up the next level.
4. THE HURDY GURDY - Invidia
Parnassus wants you gone. He hates you for convincing him to turn his back onto the
love of his life. You need to convince him that everything happens for a reason and
that he should be thankful for your assistance. It’s better to choose kindness instead
of envy to preserve the best possible outcome. Parnassus needs to be reminded that it
is all about joy. Therefore you need to let him hear the song ‘ Ode to Joy by
Beethoven’ once again.
You can only do this if you figure out how to use the music notes scheme.
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This part will include a puzzle format as well. Only with this puzzle, the user only finds
the right amount of notes necessary to put in the correct order, so that it will write
down the musical note scheme for the song ‘ Ode to Joy by Beethoven’. It will
consist out of the first 30 notes (first two lines x 15 notes). The player will have to
figure out, by his own knowledge or the use of the internet, how they all fit together.
Once completed, the next stage is opened. The puppet show transforms into The
Hurdy Gurdy music machine.
5. THE IMAGINARIUM - Gula
When Doctor Parnassus hears the tunes from the song he starts to remember once
again that life is all about making music and dancing while the music is being played.
He begins to retrieve his enlightened mind. This drives him even more into bringing
joy back into everyone’s mind. But in order to do so, he needs to build a machine in
which he can guide others through the world of his imagination. With this machine he
could be able to illuminate as many humans as possible.
This drives him to build the Imaginarium as we know it.
Because of the happiness the Doctor has found again, he must watch out that he will
not be too comfortable with drinking again. Can you withhold him this time in order for
the Imaginarium and Doctor Parnassus to do their job? The battle between gluttony
and temperance.
By logging into your account every single hour, for the course of 12 hours, you can
keep the Doctor abstinent and move on to the next level.
6. THE MODERN VERSION - Ira
The Imaginarium has transformed into the modern checkerboard Imaginarium.
In this final chapter before the resolution, five of your closest souls must enter the
imagination of Parnassus. And all of them need to choose the right path. If they do,
Parnassus will be free from choice, once again! And together with him, you will have
changed the course of time. Will your friends forgive Parnassus, help and set him free.
Or will they rather see him, and you, suffer? Out of wrath.
The goal for this chapter is to find five of your closest Facebook friends to play the
entire game as well. If they, within a time-frame of a week, then also reach chapter
#6, you will free Parnassus. After a week you will unlock chapter #7 nevertheless,
which keeps you hooked to the production, only the outcome can be both ways.
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7. RESOLUTION – Acedia
The five souls enter the modern version of the Imaginarium. What have they
chosen? To play or not to play, that is the question. When the last soul comes out
of the Imaginarium we get to know who won this wager, this course. Will it be Mr.
Nick or Doctor Parnassus?
In this last chapter of the story we will see whether sloth or diligence will be
the main outcome for this time Parnassus played the game.
The story can end in two possible ways. Either all your friends did participate,
which means that Parnassus will be set free from the eternal wagers with the
Devil Diligence is worth it’s effort Alternate positive movie outcome
Parnassus unshackles the chains to the dark side Enlightenment and
unattached from Samsara.
Or they did not participate, which would mean that the Doctor will stay trapped
inside of his own spiraling, repeating, tormented life. If this is the case, the
player will be redirected to the appeal of Percy, chapter #1 starts all over again
Sloth flashback to the start of story.
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PLOT POINTS
• Opening Parnassus and Percy, slowely without any attention ending the day.
• Parnassus can’t stand it anymore and is operating towards the liquor and
getting more drunk.
• Dusk Mr. Nick comes in, Parnassus is already tipsy.
• Asks the Doctor if he is up for a little bet.
• Percy appeals to you.
• You apply.
• Story continues Parnassus kicks over the card-board paper version and falls
on it.
• It is totally devistated.
• Percy explains.
• Player fixes card-board version by selecting only the necessary parts.
• When finishing chapter #2 the card-board version transforms into the puppet-
show.
• After this transformation the light intensity goes up.
• We find Parnassus, confused, next to Percy who is already playing the story
through the puppet show.
• Parnassus gets himself together and joins Percy in the play.
• Balthasar approaches them.
• Asks them for help.
• Player decision, whether go for the girl or help the circus. This is a really
crucial point, because when the story continues, it most definitely is without
Valentina ever being born.
• After helping the circus, Angelica steps down as mayor.
• The circus prevails and during the celebration performance, in which Parnassus
and Percy participate, the musicians play ‘Ode to Joy by Beethoven.
• Parnassus starts to remember and again the light intensity goes up and the
puppet-show begins to transform. Chapter #3 is finished.
• Although the circus prevailed, Parnassus hates you because he had to choose
between the love of his life and the circus.
• Bring back joy into Parnassus his life, by learning him his own lessons. Don’t
take live to seriously, because it’s all about the Joy!
• When the player has taught himself and metaphorically played ‘Ode to Joy’
the hurdy gurdy machine transforms into the original Imaginarium. End of
chapter #4.
• After Parnassus hears the song, he starts remembering even more.
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PLOT POINTS – continuation
• Parnassus gets really excited.
• The Doctor decides to build the Imaginarium as we know it, to also bring
joy to other people’s lives by guiding them through his imagination.
• Can he, in all his happiness, withstand the temptation of drinking (too
much)?
• Player shows soberness to the game.
• If completed the dare, the next time the player will continue, this is the
end of chapter #5 which leads to the transformation into the modern day
version of the Imaginarium.
• When Parnassus shows that he can survive without the use of liquor, he
has regained his mind.
• The five souls may now enter the modern Imaginarium and start their
own story.
• Resolution of the story:
Will the five souls change the course of time and unchain Doctor
Parnassus from this everlasting game of choices?
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CHARACTERISATION & ATTITUDE
CHARACTER #1
DOCTOR PARNASSUSUS
PERSONAL
BORN IN: Unknown
BORN ON: Unknown (age: Immortal)
LIVES IN: The streets of London / the imaginable.
IMPORTANT: Till the day Doctor Parnassus frees himself from the eternal and
immortal curse that haunts him, he will relive the same choices over and over again.
Is he, with your assistance, able to retrieve the Imaginarium and illuminate the souls?
DESIRES
• Winning the bet.
• Making the right choices.
• Getting rid of this eternal curse.
• Retrieving the Imaginarium.
• Illuminating the souls.
• Women - Love
FEARS
• Losing the bet.
• To derive his own true path.
• Seeing the Devil conquer the souls.
• Missing out on the love of his life.
CURRENT BEHAVIOR
• Desperate and unmotivated.
• Not at all times able to listen to his subconscious (Percy) and choosing wrong.
• Losing his mind.
• Slowly deriving his one true path.
• Easily grasping and falling for booze and liquor.
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CHARACTERISATION & ATTITUDE
CHARACTER #2
MR. NICK
PERSONAL
BORN IN: Unknown
BORN ON: Unknown (age: Immortal)
LIVES IN: The streets of London / the imaginable.
IMPORTANT: Just as Doctor Parnassus, Mr. Nick has been around forever. He is the
opposite of the right path, which leads him to derive people (souls) to the path of sin.
He will be around till Parnassus and you finally manage to illuminate humanity.
DESIRES
• Seeing Parnassus suffer and fool him into making the wrong decisions.
• Bringing souls to the dark side of life, misleading.
• Involve you into the story, to see you suffer as well. He bets you can’t help.
• He wants to play an everlasting game.
FEARS
• Of losing the opposite.
• Seeing Parnassus escape his eternal curse.
• You, the player scares him the most. Nevertheless he and want you to join.
• That he can’t himself and that this might lead to his decline.
CURRENT BEHAVIOR
• Seduces the souls to ‘Enter the Imaginable’.
• Tries to mislead everyone.
• Makes the rules of the game.
• Offers the bet.
• Seems classy, but demonic.
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CHARACTERISATION & ATTITUDE
CHARACTER #3
PERCY
PERSONAL
BORN IN: Unknown
BORN ON: Unknown (age: Immortal)
LIVES IN: The streets of London / the imaginable.
IMPORTANT: It is doubtful whether Percy is a real, physical existing creature. He
could be interpreted as the subconscious of Doctor Parnassus and therefore is the one
that always tries to help. Guiding Parnassus towards the right direction, but
sometimes he just does not listen to Percy alone.
DESIRES
• Seeing the good win.
• Helping Parnassus throughout his life.
• Recruiting you to assist them both.
• The right path.
FEARS
• Seeing the Doctor fall back into the misery of liquor.
• That Parnassus won’t listen to him.
• That you as the player will not join.
• To see the Devil win.
CURRENT BEHAVIOR
• In need of assistance.
• Tries to positively manipulate the choices Parnassus makes.
• Recruits the player.
• At the verge of quitting Parnassus.
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CHARACTERISATION & ATTITUDE
CHARACTER #4
BALTHASAR
PERSONAL
BORN IN: London
BORN ON: Unknown (age: 53)
LIVES IN: The streets of London / the imaginable.
IMPORTANT: He is the director and the equerry of ‘Circus Bizarre’ that is on the
verge of bankruptcy, due to the work of the city’s mayor: Angelica. In his final
attempt to save the circus he calls the three Puppeteers, Parnassus, Percy and you, to
action!
DESIRES
• Wants to save the circus.
• Wants the circus people, the bizarre, to keep on existing.
• Wants to see Angelica suffer.
• Hopes for the troupe to help him.
• Bring joy to the people.
FEARS
• To see the circus disappear.
• No longer able to entertain the people.
• The rejection of the troupe.
• To see Angelica conquer them.
CURRENT BEHAVIOR
• In need of assistance.
• Always full of joy, even when he is in need.
• Recruits the player.
• At the verge of losing the circus.
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CHARACTERISATION & ATTITUDE
CHARACTER #5
ANGELICA
PERSONAL
BORN IN: London
BORN ON: approx. 1930 (age: 30 in the end of the ‘50s )
LIVES IN: The streets of London / the imaginable.
IMPORTANT: In the parallel story, Angelica is the woman that, for the movie, was
going to be the mother of Valentina. For that story, Valentina was the whole reason
everything, in the end, went wrong. It is the year 1959 she lives in London as the
mayor of the city and hates the circus and it’s bizarre people. She wants them gone.
Though, when the troupe of Parnassus interferes, she falls for the old man.
DESIRES
• The love of Parnassus.
• Seeing the circus disappear.
• To have children.
FEARS
• Not finding her one true love.
• Losing her job as the mayor of London City.
• That Parnassus does not choose her side.
• To see the circus survive.
CURRENT BEHAVIOR
• Spreading falls publicity and propaganda about the circus and it’s creatures.
• Tackling the circus/
• Wants the player gone and Parnassus at her side.
• Seduces Parnassus.
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CHARACTERISATION & ATTITUDE
SIGNIFICANT OBJECTS:
THE CARD-BOARD THEATRE
Physical characteristics
Small representation of the once great Imaginarium. This model is made
out of card-board.
Intrinsic value
It is the last remain of the Imaginarium. The last physical trace to the
original one.
Symbolic value
Lots of symbolic clues to the assumed life of Parnassus and his ancient
knowledge. Originated in many cultures, myths and religions.
THE PUPPET SHOW
Physical characteristics
This is the representation of the next-level Imaginarium. The card-
board theatre evolves into this one. It is made of simply wood and
symbolic drawings. The puppets are old looking and seem to originate
from the ‘40s. The puppets themselves cover the original cast of
Parnassus.
Intrinsic value
Anton and Valentina are still represented in this version, but throughout
this entire story, they fulfill no other purpose than the catcher in the eye
to be removed from the story when the player plays it right. Then,
Valentina will never be born and in the next-level Imaginarium. She and
Anton will be vanished from the life of Parnassus.
Symbolic value
This version has the same symbolic representation as the original and
the card-board version.
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CHARACTERISATION & ATTITUDE
SIGNIFICANT OBJECTS – continuation
CIRCUS BIZARRE
Physical characteristics
Cicrus, dated out of the beginning of the 1900s.
Intrinsic value
Connection and extra representation of the lifestyle and imagery of the
troupe and the movie itself.
Symbolic value
In order to save something, something must be lost.
THE HURDY GURDY
Physical characteristics
Old and metal looking, pipe instrument, that plays either a sad song or
the joy of life. The evolved version of the puppet-show.
Intrinsic value
Everything is music. Dance and sing while the music is being played.
Enjoy living, at any time.
Symbolic value
Music is what sustains the universe. Together with the stories.
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CHARACTERISATION & ATTITUDE
SIGNIFICANT OBJECTS – continuation
THE IMAGINARIUM
Physical characteristics:
As in the movie. Old carnival theatre/stage with a lot of symbolic and
ancient/religious representations and reflections, hence the mirror.
Intrinsic value:
Representation of the life-cycle of Parnassus and the knowledge he
possesses.
Symbolic value
References to the ancient knowledge from different religions from all
over the world, gathered throughout time.
THE MODERN VERSION
Physical characteristics
A psychedelic black and white exterior leads you into the mirror. It is in
fact the older Imaginarium with a modern design.
Intrinsic value
Depiction of modern day society.
Symbolic value
The duality in life, Yin and Yang, is the base for the modern version. A
representation of choice, for virtue or temptation.
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SETTINGS
TOPOS
The world of the imagination covers the spectrum of possibilities. Therefore
everything and nothing at the same time, is possible. The story seems to play in the
normal day physical reality, with all his pitfalls and history attached to it. But this also
is the world full of mysteries, mysticism and magic.
DEMOS
Parnassus
Immortal – old customs – Messiah – ancient knowledge – religion (combination
eastern and western) – symbolism – no use of technology cq. off the grid
Mr. Nick
Immortal – Devil like / demonic figure – classy – dressed in black – religion is a
minor part
Percy
Doubtful existence – but immortal – lives life as Parnassus
Balthasar
London as origin – lives in the last part of the ‘50s – of this time, but in a bizarre
circus like way – light is their only technology – they use horses as transportation
for the wagons
Angelica
London as origin – lives in the last part of the ‘50s – young female mayor –
upper-class – patronizing
CHRONOS
Official
- The start, and possible ending, with the card-board theatre.
- The part with the original Imaginarium, partially, might have different ending.
- The part with the modern Imaginarium, partially, might have different ending.
Unofficial
- The start, and possible ending, with the card-board theatre.
- The Puppet Show
- Circus Bizarre
- The Hurdy Gurdy
22
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LINK TO ANALYSIS
http://issuu.com/stonesweepwagon/doc
s/verhagen_stijn_analysis_parnassus
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BIBLIOGRAPHY
Hayes, G. P. (2011, July). How to write a Transmedia production Bible? Retrieved from Screen
Australia: http://www.screenaustralia.gov.au/getmedia/2b6459ab-3d05-4607-8fc6-
10e1a8fff13d/transmedia-prod-bible-template.pdf
IMDB. (2009 / 2015). The Imaginarium of Doctor Parnassus. Retrieved from IMDB:
http://www.imdb.com/title/tt1054606/?ref_=nv_sr_1
Pratten, R. (2011 / 2015). Getting started with Transmedia Storytelling.
Stackelberg, P. v. (2014, June). Storyworld Design - Worldbuilding & Transmedia Stories.
Retrieved from Transmediadigest: http://transmediadigest.com/worldbuilding-
transmedia-stories-part-1/
Stackelberg, P. v. (2014, May). Worldbuilding - Using Transmedia Storyworlds to Shape the
Future. Retrieved from Slideshare:
http://www.slideshare.net/ponstackelberg/worldbuilding-using-transmedia-
storywolrds-to-shape-the-future
Trust, J. P. (2011). Principles of Design. Retrieved from Getty.edu:
https://www.getty.edu/education/teachers/building_lessons/principles_design.pdf
Wikipedia. (2015). Game Mechanics. Retrieved from Wikipedia:
https://en.wikipedia.org/wiki/Game_mechanics