Download presentation
Presentation is loading. Please wait.
1
Developing A Flash Game to Teach Information Skills Bee Gallegos Fletcher Library Arizona State University at the West campus LOEX of the West Conference June 6, 2008 Las Vegas NV
2
Background Spring 2004 - Lower Division instruction program created Recognized need to make instruction more engaging/interactive Millennials Games as instructional tool ENG101 targeted
3
Learning Objectives Introduce ENG 101 students to: Library as a physical and virtual place Library services Types of resources Basics of the online catalog Differences between types of sources Reading, understanding, and using citations to retrieve information
4
Game Project Beginnings Project goal –Computer game ready Fall 2006 Games as instructional tool –Research & Brainstorming Start small and “simple” –Ideas evolved
5
Board game Prototype 1 st version developed August 2005 1 st used in class Sept 2005 Very popular & successful instruction tool Exploring publication & distribution options
7
Online Game Development - Began Spring 2006 Team – Originally 5 people Variety of Skills –Web development, database design, graphic design, instructional expertise, extensive research in gaming as an educational tool Support from Library Director –Funding to hire an outside programmer –Time to focus on game(s) Platform - Flash
8
Documentation Project Plan* & Timeline High Concept Document** Game Treatment Document** Game Script ** * From http://www.projectmanagement.tas.gov.au.http://www.projectmanagement.tas.gov.au ** From Andrew Rollings and Ernest Adams on Game Design
9
High Concept Document Marketing tool or executive summary Premise of the game –Female heroine –Virus –Campus setting Overall storyline Target audience Unique selling points Platform Characters
10
Game Treatment Document Game overview –High Concept –Hooks –License –Game play highlights –Technology highlights –Art and Audio highlights –Design elements (graphics, elements, characters, screens) –Hardware Game world –Back-story –Objective –Characters –Mission (includes aspects of back story & objective) Production details –Team –Budget –Schedule –Competition
11
Game Script Everything from High Concept and Game Treatment Documents Design details –Time element –Tools, Objects & Components –Screens –Help Game play outline & text
12
Version 1.0 Timeline Approximations Storyline decisions, mission, and documentation - Seven months Design (game logo, map, isometric tiles, building interiors, characters, icons) - Two months Character interactions - One month Animations and character walking paths - Two weeks Information retrieval (game catalog and database)- Two weeks Sound creation - Two weeks Bug tracking and documentation – One month
13
Programmer Finding Programmers –Consulted with local Game Designers and experts Defined needs –Posted on local Tech listservs, wikis and web sites –Asked for portfolios from top three candidates Hiring Programmer –Chose candidate with the most edugaming experience Top candidate subcontracted graphic designer –Legal documentation –Had to add programmer to University vendor list
14
Taking the Game to Class Version 1.0 Spring 2007 –1 st used in class Jan 30, 2007 –Instruction included: Intro to library homepage & online catalog Instructions for playing game –New bugs identified Tracking sheet –Decision to revise: version 1.1 Pre- and post-test results Observations & student feedback
17
Version 1.1 (Summer 2007) Find new programmer Fix bugs Moveable windows Copy and paste Citations in the pda “Mission screen” Hot spots Doorways Main character indicator Modify interiors & objects
22
Version 1.1- Instructional Changes Introductory instruction changed –BRIEF introductory lecture –Minimal game instruction Students play in teams Created help movies –Macromedia Captivate –Linked from ENG101 web page Telling the difference between article and book citations Finding books in the catalog Finding articles in the database
23
What’s Next? Revisions or a new game? Changes –LC & Dewey versions –ASU 101? Exploring options for distribution
24
Advice for Aspiring Game Developers Be realistic about the size of the project –Start small –Project that is doable Keep instructional outcomes at the forefront Review project goals & timeline regularly Don’t underestimate the time needed for design & completion Hire a professional programmer with educational gaming experience Use Rollings and Adams on Game Design (Recommended) Include assessment; within game play if possible
25
Advice for Aspiring Game Developers Team makeup –Not too large, not too small –Variety of skills and experience Solicit organizational support Exercise patience –With the process and all personnel involved (including yourself ) –With the learning curve Don’t forget to celebrate your achievements!
26
Essential Sources Rollings, A., & Adams, E. (2003). Andrew Rollings and Ernest Adams on game design (1st ed. ed.). Indianapolis : New Riders. Sample game treatment document: –http://www.designersnotebook.com/Wanna-be/ctaylordesign.ziphttp://www.designersnotebook.com/Wanna-be/ctaylordesign.zip Sample project plan: –http://www.projectmanagement.tas.gov.au.http://www.projectmanagement.tas.gov.au
27
Let’s Play! http://library.west.asu.edu/game/quarantined/login.cfm
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.