PROJECT DETAILS

Entry to the castle. Everything in all the scenes did something
Logos spun to reveal two large eyes that tracked the user
The main interface was a Great Hall featuringvideo charactes from the Lloyds TV commercials that we shot on a green screen.
The user was presented with three doors
The hall itself was loosely based on the cathedral in Sienna
Each door led to a different banking function
A Library contained secret passageways and something nasty behind the arras.
The library was where all the legal application forms were kept.
A cinema allowed Lloyds to display their latest TV commercials
At this time, PCs could only safely display quarter screen video.
It emerged that the complete kiosk was controlled by one person. But not who you would think.
The control room was surrounded by a shark infested pool
The main transaction area
Functionality was based on interactions with a Babbage Engine
On-screen keyboard
Animated numeric pad
Customer interaction was quite flippant
Dynamic account text appeared in from within a ghostly plasma
Multi-functionality
Years before"Computer says... "
The screen timeout was fierce
Financial forecasting feature
The timeout sent users to a dungeon, where there was only one way out.
An underwater 3D maze was the only way bank to banking services
If you got it wrong, you got sent home.
The end credits

Lloyds Bank

The Lloyds Bank R&D kiosk project got me started in multimedia.

It was a huge, immersive 3D world, developed to appeal to the video gaming generation, when clients were prepared to spend research money purely to push boundaries.

Based around a medieval castle [Lloyds advertising theme at the time], the program featured many cutting edge technologies despite the severe technical limitations of touch screen kiosks at the time. The kiosk was fully functional, although it would have caused quite large queues at the ATM. It won awards for mainly, I think, the sheer volume of content.

Everything [and I mean everything] was modelled and rendered by me. All imagery had to be reduced to 640px x 480px at 8bit for the kiosk's processor to cope and they are the only versions that survived.