My interactive toy model is still in the formative stages of creation. I couldn't begin the Maya modeling until I finalized the outside design of the toy. After much debate over whether to use a classic stylish train design (read: costly) or go the cheap route, I decided on a futuristic bullet-train design that is simple to manufacture. After all, a beautiful train alone would cost $50. I also had to tweak the appearance to fit all the sensors and what not on it.

Next came the decision on whether or not to make the scenery decorate-your-own, or pre-fab. Obviously, the design-your-own cuts down on manufacturing costs. While adults may find it fun, I don't think a six year old is really going to have the patience to decorate scenery. The final decision: Include non-stylish scenery, and put handy suggestions on how to decorate your set in the manual.

These kinds of decisions go on and on. Technically I'm not even close to exceeding the budget restrictions. However, I am blatantly abusing the free plastic rule, and feel that I should take that into account.

The web-site portion of the assignment will not be difficult at all; I have drawings of it already planned out. It's Maya that scares me. It looks like I'll be living in the lab soon, hoping for an open computer. I need to create several objects to illustrate the functioning of my project: the controller, the train, the add-on cars, the bridge, and some scenery. I also need to significantly redo my storyboard. Several people said the functions were vaguely explained, and I need to add more/better pictures. I think the Maya pictures will remedy both of these. However, I still need to clean up the language to make my storyboard more professional sounding.

Great. The most difficult part involves going to the lab, and working around its hours. So I'm starting to pick up the pace now considering I can't pull an all-nighter in Gateway.