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Game Design Document by Karl Kapp
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Elements of a Game Design Process/ Document Overview of Concept Desired Outcomes Instructional Objectives Tying Assessment to Gameplay Game Play Strategy Description of Characters (if any) Game Environment Description of How Game is Played Reward Structure Look and Feel of Game
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Overview of Concept Short description of your game. Give as much information as possible. Example: The concept is to create a web-based single player online game for sales representatives that provide engaging, relevant, and personalized learning on the topic of opening and closing a conversation with a customer. Topics covered in the game are tied to our sales engagement model. The game is based on a realistic setting of a store. The game will happen from a third- person perspective and the learner will be evaluated on credibility, affability and the ability to make the sale.
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Desired Outcome What do you want the learner to be doing as a result of playing the game? Example: Sales representatives will properly use the Sales model to spend time with customer and ultimately make a sale.
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Instructional Objectives What learning objectives will facilitate the learning? Example: At the end of the game, the learners will be able to: -Appropriately approach and engage a customer -Apply the three steps of an opening. -Apply the two steps of the closing.
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Tying Assessment to Gameplay Concept to be taught In-Game ActivityAssessment of Learning Example: Closing the sale. Select Right Closing Track # of Attempts the first time
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Game Play Strategy Exploration/Simulation /Free Play Area Branching story, On-Line Board Games Matching, Trivia Games, Drag and Drop Games Gameplay Strategy Example: Matching game. The learner must match the right closing technique with the right phrase from the customer.
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Type of Game Play (Customer Development) Level of Interactivity Type of Knowledge Taught Low MediumHigh Exploration/Simulation Engine/Free Play Area Problem- Solving Branching story, On-Line Board Games Conceptual Knowledge/ Rules Matching, Trivia Games, Drag and Drop Games Declarative Knowledge/ Fact/Jargon
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Designing Performance-Based Instruction FactsConcepts Rules - Elaborating - Organizing - Association - Examples - Non-Examples - Attribute Classification - If-Then - Cause/Effect - Concept Application ProceduresPrinciplesProblem-Solving - Whole to Part Review - Learn Parts - Assemble Procedure - Teach Model - Behavior Checklist - Examples - Multiple Scenarios - Professional Experiences - Realistic Application
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Type of Knowledge Instructional StrategyGameplay Developed
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Description of Characters NameRole/ PositionGenderAttitudeAttireRepresents JohnPotential Customer MaleFriendlyShirt tie, Suit-no jacket Elusive potential customer. MarySales Representative FemaleHelpfulBusiness CasualProper procedure for initiating potential customer contact. Lou AnnCo-WorkerFemaleUnfriendlyBusiness CasualProvides critical information regarding pre-qualification of potential customer. USERNew Sales Representative N/A Person who needs to pre- qualify John during the case study. Example: The learners will be able to customize an avatar in terms of eyes, skin, hair and be able to select different styles of cloths. The learners will interact with six NPCs, three female and three male. The customers in the store will each have different amounts of time they are able to spend with the sales representative.
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Game Environment Example: Store with microwaves and refrigerators. Daytime and nighttime scenes. Describe the environment in which the learner finds themselves when playing the game.
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Description of How Game is Played Example: Upon entering into the Learning Management System and launching the game, the learner is placed into a store where customization can occur. After the learner customizes their avatar, they see a customer enter the store. They must approach that customer. At that time, they are given choices of questions to ask the customer. Next… Detailed “walk through” of how to play the game.
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Reward Structure How do you plan to reward players? Example: The points in this game will be based on three variables. These variables are credibility, affability and making the sale. Each will be scored separately and then an overall score will be provided called the “Engagement Score.” Within the game, a focus will be on a mastery orientation toward the goal. This means each learner works to master the content in the game and overall score is not related to any other learner’s scores. Feedback will be provided immediately with an unobtrusive popup accompanied by a longer explanation available after play.
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Look and Feel of the Game How does the game “look”? Example: The goal is to provide a realist looking avatar in three dimensions. The player will be able to see both the front and back of the avatar through a spinning function. The environment will contain 3D objects that are realist colors of televisions, washing machines. The heads up display will contain six elements. The first is…
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