Presentation Outline - Concept Concept Initial Work –Game Design –Initial Prototype Latest Work –Game Refinements –Media Future Plans –Schedule –Final.

Slides:



Advertisements
Similar presentations
Characteristics of Young Learners How do children acquire a language?
Advertisements

Game Design Literacy as a Framework for Pedagogy Rudy McDaniel and Nicholas Ware UCF Faculty Summer Conference, 2012.
Gold TRUE COLORS Teaching Style Models I teach with: · Firm discipline
EDS TEAM Usability testing plan for puzzle game from BelleViews company School of Business and Information Management Oulu University of Applied Sciences.
Implementation and Study of a “Term” based Role Playing Game using Client Server Paradigm. Vaithiyanathan Sundaram.
AACS Petrol &Convenience Business Acumen Program.
Deep Field: Strategy and Puzzle Adventure MOD By David Milam Design Challenge: Built upon and inspired by the addictive and fast paced nature of Oasis,
Copyright 2006 Tiffany Barnes Game Design & Development Overview of process.
Adventures of an Economics Teacher: Some Reflections.
Game Deconstruction 101 How to stop developers reinventing the wheel.
Game Design Serious Games Miikka Junnila.
Stick Ninja. a game idea and conceptual design by Cody Sawatsky.
Research shows that 20% of all US & UK teachers use games, but up to 70% wants to. They see few titles and their lack of quality as main barriers. The.
Project Work Playtesting + Postmortem. Plan for today Lecture + discussion Groups status report New Features /Changes in game engine LUNCH BREAK Group.
The Game Development Process Documentation. The Role of Documentation The Concept Document The Design Document Based on Ch 18-19, Gameplay and Design,
Game Title Make sure your title is brief, descriptive, and “snappy.” Try to come up with something that will attract players to your game.
Lecture 5 CS171: Game Design Studio 1I UC Santa Cruz School of Engineering 18 Feb 2010.
Our Goal Create a multiplayer strategy game that allows both economics students and a general audience to learn and have fun.
Concept Create a fun networked multiplayer business simulation game that can be educational both inside and outside the classroom.
Lecture 6 CS171: Game Design Studio 1I UC Santa Cruz School of Engineering 23 Feb 2010.
Valve’s Design Process for Creating Half-Life 2  Presented by David Speyrer and Brian Jacobson.
The Inclusive Classroom: Strategies for Effective Differentiated Instruction, 4th Edition © 2010 Pearson Education, Inc. All rights reserved.
A Technical Game Project 4 Due dates: Game Idea Friday, March 16 th Game Plan Friday, March 23 rd Web Page Sunday, April 9 th First Playable Wednesday,
Biomimicry, Mathematics, and Physics for Control and Automation: Conflict or Harmony? Kevin M. Passino Dept. Electrical Engineering The Ohio State University.
NELSON ALTAMIRANO, PH.D. JAMES J. JAUREZ, PH.D.
The Game Development Process. Typical Development Cycle Idea Proposal Design Evaluation Coding Testing Release.
Designing games to facilitate learning How to design cheap and effective traditional games.
HOCKEY2D A C++ Videogame Using the SDL 2.0 Library By PaintedLady.
* Discussion: DO YOU AGREE OR DISAGREE WITH THESE STATEMENTS? WHY OR WHY NOT? 1.The difficulty of a text depends mostly on the vocabulary it contains.
Game Design EST310/ISE340 Fall 2011 Tony Scarlatos.
9/17/20151 Game Look and Feel CIS 487/587 Bruce R. Maxim UM-Dearborn.
Week 3 – Interdisciplinary Nature of Studying Organizations
FCN = Functionality, completeness, Balance. Refinement You have a playable system Play, tweak, play, tweak, play, tweak, … Question smaller and smaller.
Storyboarding 1. Purpose of Storyboarding  To gain an early reaction from users on the concepts proposed for the application.  They are an effective.
Muhammet Arda KILIÇ. Level Design Introduction Levels inDifferent Games Components of Level Elements of Good Level The Process Who Does Level Design?
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 3: Game Concepts.
Goal Setting Mr. Doroski.
C HAPTER 9 GAMEPLAY Nate Cutler. M AKING GAMES FUN Designer’s primary goal is to entertain, through gameplay Without gameplay entertainment can be fun.
Chapter 2.2 Game Design. CS Overview This introduction covers: –Terms –Concepts –Approach All from a workaday viewpoint.
CHAPTER 10: CORE MECHANICS Definitions and Mechanisms.
IFS410 – End User Support Chapter 11 Training Computer Users.
The template Use this template to begin crafting the pitch and presentation around your venture. Feel free to augment, re-arrange, etc... but this is the.
The Civic Mirror civicmirror.com What Is? The Civic Mirror What kind of citizen will you become?
Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.
School Wide Students and Families Survey in October NewStar Chinese School November 2013 The School Board of Directors.
OpEnSp a Ce LCA Proposal Calvin Chin David Couvrette Jung Son Mikiko Jama CSE403 Summer 06.
TEAM AWESOME MATH MAYHEM! Play the game! IT’S QUIZ TIME!
OpEnSp a Ce LCO Proposal Calvin Chin Mikiko Jama CSE403 Summer 06.
Game Design Document Pertemuan 4 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Brent M. Dingle Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin - Stout.
Progress Report and Discussion.  Demo and discussion of current features  UI development issues  Further work  Discussion of possible underlying models.
What’s in a Game? Your Game! Based On: “Tutorial: What is a good game? By Mark Overmars Your Game! Based On: “Tutorial: What is a good game? By Mark Overmars.
GAME SENSE COACHING & DECISION-MAKING Year 11 P.E Kate Grainger Chairo Chrsitian School “When are we going to play a game?”
(c) 2005 Bell, Carpenter, Osera1 Antenna Ball Mayhem Christian Bell Thor Carpenter Peter-Michael Osera.
Game Mechanic hamzah asyrani sulaiman. Search at the internet.
GAME DESIGN Elements of Engagement. Objectives Know the relationship between immersion and engagement Detail the elements needed to create audience –
Tournament Time! Live Ops for Indies
EVOLVING THE CLASSROOM HOW GAMES CAN CHANGE THE WAY WE LEARN.
+ Game Design Concepts. + Game Development – Getting Started Step 1: Generate an Idea The first step in the game design process is coming up with an idea.
-28 million people harvest their crops on Farmville -Over 5 million people play over 45 hours a week of games -In the US, 9 out of 10 kids play video.
Be the New Renaissance Artist: Davinci = Art+Design+Engineering.
WHAT PLAYERS WANT FROM GAMES? -Introduction -Why People Play Games? -What People Want to See?
Sound Practices of Games Business and Design Presented by Brian Jacobson.
GameplayStyle. Visual Style Visual What you see on the screen? Style What does it look like? What you do? Interaction Why you do it? Game Mechanics (win.
Fundamentals of Game Design, 2nd Edition
Learning from Postmortems (slides adapted from Michael Mateas)
Lecture 11: Scheduling, Estimation, and Prioritization
Tasker A serious game for procrastination
Presentation transcript:

Presentation Outline - Concept Concept Initial Work –Game Design –Initial Prototype Latest Work –Game Refinements –Media Future Plans –Schedule –Final Game Risks

Create a fun networked multiplayer business simulation game that can be educational both inside and outside the classroom. Concept

Teaching Method Scenarios 1.Present an event that exaggerates an economic concept 2.Challenge the guest to discover that concept 3.Place the knowledge where they can find it 4.Reward 1.Eureka moment! 2.Improved ability in the game

Intended Audience Students in a classroom & casual players

Metrics for Success Helps students grasp some of the most difficult concepts in introductory economics –Give them a quiz afterwards People want to play it –Classroom Would you rather learn from our game, or from lectures and textbooks? –Casual How fun was it? Number of downloads

Presentation Outline - Initial Work Concept Initial Work –Game Design –Initial Prototype Latest Work –Game Refinements –Media Future Plans –Schedule –Final Game Risks

In the beginning… Research –Determine what the gameplay should be Prototype –Gameplay proof-of-concept

Research – Gameplay Supply Chain Simulation Realistic Economy –Player actions affect others Goal is simple, but way to get there is not Have something interesting to do every turn Avoid –Conflict between story and mechanics –Players feeling disenfranchised too early –Too much randomness

A Supply Chain

Salamander v1.0

Presentation Outline – Latest Work Concept Initial Work –Game Design –Initial Prototype Latest Work –Game Refinements –Media Future Plans –Schedule –Final Game Risks

What have we been up to lately? Game –Theme – Colonizing Mars –Designed the supply chain –Implemented two economic models – warehouse and market –First Scenario – Marginal Cost –Internal playtesting – 4+ hours of gameplay! –Skyrates: powered by Gamenomic $ –Designed architecture for the new codebase Media –Touchscreen – Game trailer –Poster –Webpage –

Theme Why is theme important? Things we want in a theme –Supply chain must make sense –End products don’t just disappear –Resources come from somewhere –Classroom friendly –Promote both cooperation and competition –Allow for more than one winner

Our Theme Colonization of Mars –Acquire resources, produce goods, and trade to build the first colony on Mars! Players are establishing Martian industry Martian colonists need goods Resources are harvested on Mars No sex or violence! Players can cooperate and will compete Players are rewarded for growing the economy

Current Supply Chain

Salamander v1.0

Salamander v2.0 Now with Economics!

First Scenario – Marginal Cost 1.What is Marginal Cost? 2.Why is it important? 3.Why is it hard to learn? 4.How do we teach it?

Skyrates: Powered by Gamenomic $

Hellbender v0.1 (Cryptobranchus alleganiensis)

Media

Presentation Outline – Future Plans Concept Initial Work –Game Design –Initial Prototype Latest Work –Game Refinements –Media Future Plans –Schedule –Final Game Risks

Upcoming Attractions Networking

Upcoming Attractions New UI

Upcoming Attractions Re-implement Salamander features in Hellbender Miscellaneous features Game Master controls Add new scenarios Game art

Upcoming Attractions Guest Testing David Lamont’s Executive Education ETC Students & Faculty Friends and Family CMU Economic & Business Students

Upcoming Attractions Tuning and Balancing

Presentation Outline - Risks Concept Initial Work –Game Design –Initial Prototype Latest Work –Game Refinements –Media Future Plans –Schedule –Final Game Risks

Biggest Risks Classroom vs. Casual Reward structure doesn’t work Instead of a game, we end up with an economic model that could be used to make a completed game Things are taking longer than we planned –Game Design! Albith has developed Carpal Tunnel syndrome But the biggest risk of all is…

Things we could use help with Technical Help: –Java GUI! Guest Testing Sound

Feedback from Quarter Presentation Good –Presentation clearly explained project to naïve listeners Bad –Presentation style –Need a strong one-sentence explanation of the game –Need a metric for success for casual players

Questions?

Thanks