COLLABORATION
BETWEEN DEVELOPERS
AND EDUCATORS

Francisco Souki - Schell Games
Tuesday, June 18, 2013
SCHELL GAMES

Tuesday, June 18, 2013
SCHELL GAMES

Tuesday, June 18, 2013
TUNNEL TAIL

Tuesday, June 18, 2013
EDUCATIONAL
PARTNERS
SCHELL
GAMES

BEST

DRUG
STRATEGIES

Tuesday, June 18, 2013
EDUCATIONAL
PARTNERS
SCHELL
GAMES

BEST

DRUG
STRATEGIES

Tuesday, June 18, 2013
EDUCATIONAL
PARTNERS
SCHELL
GAMES

BEST

DRUG
STRATEGIES

Tuesday, June 18, 2013
EDUCATIONAL
PARTNERS
SCHELL
GAMES

BEST

DRUG
STRATEGIES

Tuesday, June 18, 2013
MESSAGING CAVEAT
Pretty clear that kids 11-13 don’t
want to play an educational game
about substance use.
Solution:

Tuesd...
MESSAGING CAVEAT
Pretty clear that kids 11-13 don’t
want to play an educational game
about substance use.
Solution:

HEAD ...
CLEAR GOALS

Educational and
Game Design goals
become your compass

Tuesday, June 18, 2013
GAME GOALS

Tuesday, June 18, 2013
GAME GOALS
• Create a fun game
• Introduce players to

pressure situations
• Introduce internal and
external pressures
• S...
GAME GOALS
• Create a fun game
• Introduce players to

• No preaching or

speaking down
pressure situations
• Mechanism fo...
COMMON LANGUAGE
Draft the goals
together
and get constant
buy-off
from each other

Tuesday, June 18, 2013
METHODOLOGY
What’s your plan of attack?

Tuesday, June 18, 2013
METHODOLOGY
What’s your plan of attack?
What worked for TT: metaphors
and game mechanics that
carry a message

Tuesday, Ju...
CUSTOM FIT
Why was that a good fit for us?

Find your custom fit

Tuesday, June 18, 2013
CUSTOM FIT
Why was that a good fit for us?
• In line with the client’s vision

Find your custom fit

Tuesday, June 18, 2013
CUSTOM FIT
Why was that a good fit for us?
• In line with the client’s vision
• Because of our caveat, can’t teach directly...
CUSTOM FIT
Why was that a good fit for us?
• In line with the client’s vision
• Because of our caveat, can’t teach directly...
CUSTOM FIT
Why was that a good fit for us?
• In line with the client’s vision
• Because of our caveat, can’t teach directly...
A WRONG APPROACH
Will vs. Control

Tuesday, June 18, 2013
A WRONG APPROACH
Will vs. Control
• Client caught it, messaged to us.
• Worked together on
understanding the problem.
• Cl...
MEASURING
A solution that is right for your
message, gameplay and delivery.

Tuesday, June 18, 2013
MEASURING
Tunnel Tail survey #1 just finished.
Moving forward with more and
different methods.

Tuesday, June 18, 2013
MEASURING

Tuesday, June 18, 2013
MEASURING
• 9% described game as “educational”

Tuesday, June 18, 2013
MEASURING
• 9% described game as “educational”
• 86% exhibited at least one positive change

Tuesday, June 18, 2013
MEASURING
• 9% described game as “educational”
• 86% exhibited at least one positive change
• Reading and remembering in-g...
MEASURING
• 9% described game as “educational”
• 86% exhibited at least one positive change
• Reading and remembering in-g...
DANGERS OF
COLLABORATION

Tuesday, June 18, 2013
DANGERS OF
COLLABORATION
• Ownership / identify
decision-makers

Tuesday, June 18, 2013
DANGERS OF
COLLABORATION
• Ownership / identify

decision-makers
• Decentralize approvals

Tuesday, June 18, 2013
DANGERS OF
COLLABORATION
• Ownership / identify

decision-makers
• Decentralize approvals
• Clear decision pipeline to
avo...
DANGERS OF
COLLABORATION
• Ownership / identify

decision-makers
• Decentralize approvals
• Clear decision pipeline to
avo...
IS THIS APPROACH
RIGHT FOR YOU?

Tuesday, June 18, 2013
IS THIS APPROACH
RIGHT FOR YOU?
• Custom solution is best solution

Tuesday, June 18, 2013
IS THIS APPROACH
RIGHT FOR YOU?
• Custom solution is best solution
• SG strengths: communication, quality,
openness, exper...
IS THIS APPROACH
RIGHT FOR YOU?
• Custom solution is best solution
• SG strengths: communication, quality,
openness, exper...
WORKING TOGETHER

Tuesday, June 18, 2013
WORKING TOGETHER
Work as one team.

Tuesday, June 18, 2013
WORKING TOGETHER
Work as one team.
Identify strengths and weaknesses.

Tuesday, June 18, 2013
WORKING TOGETHER
Work as one team.
Identify strengths and weaknesses.
State goals first.

Tuesday, June 18, 2013
WORKING TOGETHER
Work as one team.
Identify strengths and weaknesses.
State goals first.
Re-evaluate as needed.

Tuesday, J...
WORKING TOGETHER
Work as one team.
Identify strengths and weaknesses.
State goals first.
Re-evaluate as needed.
Respect exp...
WORKING TOGETHER
Work as one team.
Identify strengths and weaknesses.
State goals first.
Re-evaluate as needed.
Respect exp...
WORKING TOGETHER
Work as one team.
Identify strengths and weaknesses.
State goals first.
Re-evaluate as needed.
Respect exp...
THANK YOU!

fsouki@schellgames.com
Tuesday, June 18, 2013
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Tunnel Tail: Collaboration Between Game Developers and Educators

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Tunnel Tail: Collaboration Between Game Developers and Educators

  1. 1. COLLABORATION BETWEEN DEVELOPERS AND EDUCATORS Francisco Souki - Schell Games Tuesday, June 18, 2013
  2. 2. SCHELL GAMES Tuesday, June 18, 2013
  3. 3. SCHELL GAMES Tuesday, June 18, 2013
  4. 4. TUNNEL TAIL Tuesday, June 18, 2013
  5. 5. EDUCATIONAL PARTNERS SCHELL GAMES BEST DRUG STRATEGIES Tuesday, June 18, 2013
  6. 6. EDUCATIONAL PARTNERS SCHELL GAMES BEST DRUG STRATEGIES Tuesday, June 18, 2013
  7. 7. EDUCATIONAL PARTNERS SCHELL GAMES BEST DRUG STRATEGIES Tuesday, June 18, 2013
  8. 8. EDUCATIONAL PARTNERS SCHELL GAMES BEST DRUG STRATEGIES Tuesday, June 18, 2013
  9. 9. MESSAGING CAVEAT Pretty clear that kids 11-13 don’t want to play an educational game about substance use. Solution: Tuesday, June 18, 2013
  10. 10. MESSAGING CAVEAT Pretty clear that kids 11-13 don’t want to play an educational game about substance use. Solution: HEAD FAKE! Tuesday, June 18, 2013
  11. 11. CLEAR GOALS Educational and Game Design goals become your compass Tuesday, June 18, 2013
  12. 12. GAME GOALS Tuesday, June 18, 2013
  13. 13. GAME GOALS • Create a fun game • Introduce players to pressure situations • Introduce internal and external pressures • Show that players don’t need to give in to be cool Tuesday, June 18, 2013
  14. 14. GAME GOALS • Create a fun game • Introduce players to • No preaching or speaking down pressure situations • Mechanism for positive • Introduce internal and peer support external pressures • Emphasize that the • Show that players don’t majority don’t use need to give in to be cool substances Tuesday, June 18, 2013
  15. 15. COMMON LANGUAGE Draft the goals together and get constant buy-off from each other Tuesday, June 18, 2013
  16. 16. METHODOLOGY What’s your plan of attack? Tuesday, June 18, 2013
  17. 17. METHODOLOGY What’s your plan of attack? What worked for TT: metaphors and game mechanics that carry a message Tuesday, June 18, 2013
  18. 18. CUSTOM FIT Why was that a good fit for us? Find your custom fit Tuesday, June 18, 2013
  19. 19. CUSTOM FIT Why was that a good fit for us? • In line with the client’s vision Find your custom fit Tuesday, June 18, 2013
  20. 20. CUSTOM FIT Why was that a good fit for us? • In line with the client’s vision • Because of our caveat, can’t teach directly Find your custom fit Tuesday, June 18, 2013
  21. 21. CUSTOM FIT Why was that a good fit for us? • In line with the client’s vision • Because of our caveat, can’t teach directly • SG = fun first. Let game carry the content. Find your custom fit Tuesday, June 18, 2013
  22. 22. CUSTOM FIT Why was that a good fit for us? • In line with the client’s vision • Because of our caveat, can’t teach directly • SG = fun first. Let game carry the content. • Had enough time to refine the transformational mechanics Find your custom fit Tuesday, June 18, 2013
  23. 23. A WRONG APPROACH Will vs. Control Tuesday, June 18, 2013
  24. 24. A WRONG APPROACH Will vs. Control • Client caught it, messaged to us. • Worked together on understanding the problem. • Client suggested alternative. Tuesday, June 18, 2013
  25. 25. MEASURING A solution that is right for your message, gameplay and delivery. Tuesday, June 18, 2013
  26. 26. MEASURING Tunnel Tail survey #1 just finished. Moving forward with more and different methods. Tuesday, June 18, 2013
  27. 27. MEASURING Tuesday, June 18, 2013
  28. 28. MEASURING • 9% described game as “educational” Tuesday, June 18, 2013
  29. 29. MEASURING • 9% described game as “educational” • 86% exhibited at least one positive change Tuesday, June 18, 2013
  30. 30. MEASURING • 9% described game as “educational” • 86% exhibited at least one positive change • Reading and remembering in-game dialogue correlated with positive changes Tuesday, June 18, 2013
  31. 31. MEASURING • 9% described game as “educational” • 86% exhibited at least one positive change • Reading and remembering in-game dialogue correlated with positive changes • Longer play time produced significant improvements in perceived resistance skills Tuesday, June 18, 2013
  32. 32. DANGERS OF COLLABORATION Tuesday, June 18, 2013
  33. 33. DANGERS OF COLLABORATION • Ownership / identify decision-makers Tuesday, June 18, 2013
  34. 34. DANGERS OF COLLABORATION • Ownership / identify decision-makers • Decentralize approvals Tuesday, June 18, 2013
  35. 35. DANGERS OF COLLABORATION • Ownership / identify decision-makers • Decentralize approvals • Clear decision pipeline to avoid approval bottlenecks Tuesday, June 18, 2013
  36. 36. DANGERS OF COLLABORATION • Ownership / identify decision-makers • Decentralize approvals • Clear decision pipeline to avoid approval bottlenecks • Identify scope of content and begin curation early Tuesday, June 18, 2013
  37. 37. IS THIS APPROACH RIGHT FOR YOU? Tuesday, June 18, 2013
  38. 38. IS THIS APPROACH RIGHT FOR YOU? • Custom solution is best solution Tuesday, June 18, 2013
  39. 39. IS THIS APPROACH RIGHT FOR YOU? • Custom solution is best solution • SG strengths: communication, quality, openness, experience in game dev. Tuesday, June 18, 2013
  40. 40. IS THIS APPROACH RIGHT FOR YOU? • Custom solution is best solution • SG strengths: communication, quality, openness, experience in game dev. • BEST / DS strengths: communication, knowledge of material, agility, openness, no-BS approach. Tuesday, June 18, 2013
  41. 41. WORKING TOGETHER Tuesday, June 18, 2013
  42. 42. WORKING TOGETHER Work as one team. Tuesday, June 18, 2013
  43. 43. WORKING TOGETHER Work as one team. Identify strengths and weaknesses. Tuesday, June 18, 2013
  44. 44. WORKING TOGETHER Work as one team. Identify strengths and weaknesses. State goals first. Tuesday, June 18, 2013
  45. 45. WORKING TOGETHER Work as one team. Identify strengths and weaknesses. State goals first. Re-evaluate as needed. Tuesday, June 18, 2013
  46. 46. WORKING TOGETHER Work as one team. Identify strengths and weaknesses. State goals first. Re-evaluate as needed. Respect expertise of each company. Tuesday, June 18, 2013
  47. 47. WORKING TOGETHER Work as one team. Identify strengths and weaknesses. State goals first. Re-evaluate as needed. Respect expertise of each company. Identify owners and decision-makers Tuesday, June 18, 2013
  48. 48. WORKING TOGETHER Work as one team. Identify strengths and weaknesses. State goals first. Re-evaluate as needed. Respect expertise of each company. Identify owners and decision-makers Plan for measurement Tuesday, June 18, 2013
  49. 49. THANK YOU! fsouki@schellgames.com Tuesday, June 18, 2013

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