Slide deck of our session "Everything you always wanted to know about Agile Games" by Marc Bless and Dennis Wagner, presented at the Agile World conference, virtual Munich, July 2020.
SPC NA 2018 - Zero to Hero with Microsoft GraphChris Johnson
The document discusses 5 tips for building applications using Microsoft Graph including building for performance, getting changes instead of requesting all data again, avoiding polling, implementing back-off for 429 responses, and handling when Graph doesn't have needed data. It also promotes a weekly podcast and booth at an event, and provides contact information for following up.
The document introduces Phaedra, Wong Yi & Jun Xuan, who are game developers that make award-winning games and offer training programs. It then provides tips on rapid prototyping games, including using paper prototypes to test ideas early, utilizing various digital tools like Excel, Marvel, and GameSalad to create quick iterations, and emphasizing frequent playtesting to gather feedback without being attached to initial mechanics or code.
A List of Some of the Tools Available to Create Digital Learning GamesKarl Kapp
This document discusses tools and resources for creating learning games, including authoring tools, game engines, templates, and asset libraries. It compares options for building vs buying games and highlights inexpensive or free options. These include tools like Raptivity, eLearning Brothers, GameSalad, Construct 3, and libraries like Turbosquid and Shutterstock for finding game assets. Live audience response tools like Kahoot! and Poll Everywhere are also presented.
This document provides information about a development club at LNMIIT. It discusses that development is about problem solving and figuring things out rather than what you know. It encourages participating in hackathons, freelancing, and building projects to improve resumes. The club expects to provide full community support for doubts, guide members on latest trends, and organize workshops and events. Members can collaborate across domains and gain mentorship from seniors. The club aims to maintain a coding culture and enhance competitive programming skills through contests and peer guidance. Past events included a 3-day game jam with over 252 teams. The club also discusses helping members apply to game jams, create games each month, and attend conferences to gain experience.
LAFS SVI Level 3 - Game Design and AnalysisDavid Mullich
The document discusses the core elements of game design, including the roles of players and designers. It outlines the iterative design process that designers go through, from initial ideas and prototyping to playtesting and refinement. Key aspects covered include brainstorming ideas, creating game documentation, pitching concepts, and defining core elements like objectives, rules, and resources. The document provides an overview of different genres and explains how genres can be combined.
Thomas Christian Dehn provides an extensive portfolio that includes resume, design projects, game design, graphics, and PowerPoint presentations. Some of his design projects include a project management tool to improve workflow, an internal headset webshop to better guide product selection, and an idea validator prototype to assist entrepreneurs. His game design work includes jam session, a music band simulation, RoboCoop, a 2-player puzzle game, and The ONE Game, an experimental puzzle game focused on the theme of "one".
This document provides information about an info session on development. It will include functional coding using data structures and algorithms, implementing startup ideas, and exploring technologies. Participants can expect full community support for doubts, guidance from seniors, and experience building portfolio projects. Competitive programming and data structures and algorithms will also be discussed. Past events included a 3-day game jam with over 252 teams. Recruitment will involve filling a Google form and having a learning spirit.
SPC NA 2018 - Zero to Hero with Microsoft GraphChris Johnson
The document discusses 5 tips for building applications using Microsoft Graph including building for performance, getting changes instead of requesting all data again, avoiding polling, implementing back-off for 429 responses, and handling when Graph doesn't have needed data. It also promotes a weekly podcast and booth at an event, and provides contact information for following up.
The document introduces Phaedra, Wong Yi & Jun Xuan, who are game developers that make award-winning games and offer training programs. It then provides tips on rapid prototyping games, including using paper prototypes to test ideas early, utilizing various digital tools like Excel, Marvel, and GameSalad to create quick iterations, and emphasizing frequent playtesting to gather feedback without being attached to initial mechanics or code.
A List of Some of the Tools Available to Create Digital Learning GamesKarl Kapp
This document discusses tools and resources for creating learning games, including authoring tools, game engines, templates, and asset libraries. It compares options for building vs buying games and highlights inexpensive or free options. These include tools like Raptivity, eLearning Brothers, GameSalad, Construct 3, and libraries like Turbosquid and Shutterstock for finding game assets. Live audience response tools like Kahoot! and Poll Everywhere are also presented.
This document provides information about a development club at LNMIIT. It discusses that development is about problem solving and figuring things out rather than what you know. It encourages participating in hackathons, freelancing, and building projects to improve resumes. The club expects to provide full community support for doubts, guide members on latest trends, and organize workshops and events. Members can collaborate across domains and gain mentorship from seniors. The club aims to maintain a coding culture and enhance competitive programming skills through contests and peer guidance. Past events included a 3-day game jam with over 252 teams. The club also discusses helping members apply to game jams, create games each month, and attend conferences to gain experience.
LAFS SVI Level 3 - Game Design and AnalysisDavid Mullich
The document discusses the core elements of game design, including the roles of players and designers. It outlines the iterative design process that designers go through, from initial ideas and prototyping to playtesting and refinement. Key aspects covered include brainstorming ideas, creating game documentation, pitching concepts, and defining core elements like objectives, rules, and resources. The document provides an overview of different genres and explains how genres can be combined.
Thomas Christian Dehn provides an extensive portfolio that includes resume, design projects, game design, graphics, and PowerPoint presentations. Some of his design projects include a project management tool to improve workflow, an internal headset webshop to better guide product selection, and an idea validator prototype to assist entrepreneurs. His game design work includes jam session, a music band simulation, RoboCoop, a 2-player puzzle game, and The ONE Game, an experimental puzzle game focused on the theme of "one".
This document provides information about an info session on development. It will include functional coding using data structures and algorithms, implementing startup ideas, and exploring technologies. Participants can expect full community support for doubts, guidance from seniors, and experience building portfolio projects. Competitive programming and data structures and algorithms will also be discussed. Past events included a 3-day game jam with over 252 teams. Recruitment will involve filling a Google form and having a learning spirit.
A presentation delivered at iDesignX Australia 2017 containing definitions and reasons for taking a game-based learning approach. Demonstration on how to map existing L&D roles to game development tasks and project management best practice. A seven step practical process for developing a learning game with additional instructional design and game design tips at gerardfriel.com.
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
This document provides a summary of a presentation on using games and gamification to support learning. It begins with introductions and then outlines the following key points:
1. It defines what constitutes a game and how games can be useful for learning.
2. It discusses using case studies and prototypes to prove the value of games for learning and provides tips for creating effective learning games, such as playing games to learn design, prototyping, choosing elements to support learning goals, and playtesting.
3. It shares examples of learning games created by Bottom-Line Performance and the business and learning goals they aimed to achieve.
This document outlines an agenda and introduction for a workshop on applying principles of game design to software design. The workshop will cover 9 principles: personalization, progressive disclosure, balancing reward and challenge, small superfluous flairs, exploration encouragement, the open-source factor, interpersonal and adaptive play, functional sneak peeks, and help systems. Each principle will involve a teach/lecture, gameplay demonstrations, group discussion, and exercises applying the principles to software. The goal is for attendees to learn how making software more game-like can increase user engagement.
Using Innovation Games To Prioritize Technical Debt PubEnthiosys Inc
- The document discusses using Innovation Games® to identify and prioritize technical debt or "cruft" in software systems. It describes two games, Speed Boat and Buy a Feature, that can help development teams visualize and prioritize areas of technical debt.
- Speed Boat allows teams to identify and shape anchors representing areas of cruft into potential projects. Buy a Feature then helps teams prioritize those projects by bidding on them with a limited budget.
- The games are designed to be collaborative, fun competitions that generate rich discussions to help teams reach consensus on technical debt priorities. Regular gameplay can help address debt and keep systems maintainable.
This document provides guidance for aspiring game designers on how to enter the field. It recommends starting by educating oneself using freely available online resources about game design fundamentals. It emphasizes that having ideas is not enough - one must prove ideas through prototypes and gain technical skills. It also stresses the importance of communication skills and being able to work as part of a team, as game design requires collaborating with many roles. Overall, the document presents game design as a challenging career path that requires perseverance and a willingness to fail many times before succeeding.
The document provides advice for aspiring game designers on how to enter the field. It recommends starting by educating oneself using online resources and books. Prototyping ideas using tools and non-commercial projects helps develop technical skills and proves design concepts. Communication skills and learning to work as part of a team are also important. Game design requires perseverance as most ideas fail, and it can take years to develop the necessary mindset and skills. The best path is often starting with internships or modding communities before pursuing a design career.
The document provides an overview of the author's extensive portfolio, including education, experience, skills, and interests. It summarizes several design projects they have worked on, including a project management tool, internal headset webshop, and an idea validation tool for entrepreneurs. It also outlines some game design work and experience with graphics, PowerPoint presentations, and teaching.
Lessons from the Trenches of Learning Game DesignSharon Boller
Interest in learning games and gamificaton of learning is high. But how do you do a good job of designing great learning games? This session walks you through six "lessons" learned from designing digital learning games.
Final Form Games talks about the importance of making good decisions early on in development, and how iteration, prototypes, and testing can provide you with the information you need to make the right choices.
1. The document outlines the topics to be covered in a game design fundamentals class, including introductions to what game design is, the instructor's path to teaching the class, and an overview of the class syllabus and website.
2. It discusses the key steps in game design which are to understand how games work, prototype and playtest designs iteratively, and learn about the game industry.
3. The document emphasizes the importance of playtesting, giving and receiving feedback, and iterating on designs to solve problems based on playtesting results.
1) The document is a presentation by Amy Jo Kim, CEO of Shufflebrain, about using game thinking techniques to accelerate early product design.
2) She provides 4 strategies for better, faster product design: design for evolution over time; find the fun in the core loop; connect with superfans; build a roadmap with game thinking.
3) The presentation includes examples and case studies of how these techniques helped companies create successful MVPs in less time by engaging the right early customers.
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
Proc. of 7th Int. Conf. on Education and New Learning Technologies EDULEARN15, ISBN: 978-84-606-8243-1, Barcelona, Spain, 6-8 July, 2015, pp.6943-6950.
Abstract
In last two decades, educational video games have been proven as a modern platform able to enhance substantially traditional e-learning in K12 and higher education. Many recent studies demonstrate using such video games tends to be effective in helping students to obtain new knowledge and to develop useful practical skills; however, lacking free tools and platforms for creation and customization of educational games hampers their mass usage. The paper presents an open software platform for easy creation and flexible customization of video games for teaching students in any subject based on 3D mazes and embedded mini-games for assessment or fostering visual skills and creativity. Teachers can construct easily customizable mazes in their educational domain as a non-restricted hierarchical graph allowing non-linear student gameplay and, next, customize maze nodes using a property editor by shaping each node as they like and by adding multimedia content to it. Playing such maze games, students can learn new ideas, concepts and theories while exploring the customized 3D maze at each hierarchy level for finding the final maze node which may contain some special gift for them. As well, they can play several embedded mini-games for developing fine-motor brain skills, visual and spatial thinking, context-based reasoning and entrepreneurial creativity. The reported results of first field trial are very promising in terms of high appreciation by master students of the created 3D maze video games.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
De slides van de 4 juli gegeven Kennissessie “Gamification” gegeven door Jephta Peijs van IJsfontein (Serious Gaming) en Chris van den Berg van EngageIt (Gamification in het Contact Center).
The document discusses how game designers have mastered the art of making things fun and how UX designers can apply game design principles and elements like status, points, leaderboards, and achievements to make user experiences more engaging. It addresses some of the conflicts between usability principles and game mechanics, arguing that building skills through challenges can be fun and uncertainty does not have to impact the core user process. The presentation provides resources for learning more about gamification and hiring game designers to help apply these concepts.
Planning for Creative Game Design.
How can we plan when we want to make a creative video game?
A workshop prepared for Town One game jam event in 2022.
Developing a game - From concept to marketPascal Luban
The document discusses the process of developing a video game from concept to market, outlining the key stages including concept, prototype, development, tuning and debugging, release, and post-launch support. It provides questions to consider and pitfalls to avoid at each stage, emphasizing the importance of gameplay testing, documentation, and ongoing community management.
Everything you always wanted to know about Agile Games but were afraid to ask...Marc Bless
In this session Marc Bless and Dennis Wagner talk about:
* Games in Business
* Agile Game Categories
* Agile Game Example
* Make Agile Game Sessions Valuable
* lots of interactive activities
The session took place at the XP 2020 in (virtual) Copenhagen.
Warum Sie mit Scrum keinen Erfolg haben werden - Marc Bless - OOP 2015Marc Bless
Die Einführung von Scrum beginnt oft in Entwicklungsteams und das Management erhofft sich große Wunder durch die Versprechen agiler Methoden. In der Realität wird man dann schnell mit Schwierigkeiten in der ganzen Organisation konfrontiert, die es vor Scrum in dieser Form gar nicht gab. Dieser Vortrag zeigt auf, welche Probleme bei Scrum-Einführungen auftreten können und wie wir diesen zielgerichtet begegnen können.
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Similar to Everything you always wanted to know about Agile Games. Agile World conference, 2020-07-13
A presentation delivered at iDesignX Australia 2017 containing definitions and reasons for taking a game-based learning approach. Demonstration on how to map existing L&D roles to game development tasks and project management best practice. A seven step practical process for developing a learning game with additional instructional design and game design tips at gerardfriel.com.
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
This document provides a summary of a presentation on using games and gamification to support learning. It begins with introductions and then outlines the following key points:
1. It defines what constitutes a game and how games can be useful for learning.
2. It discusses using case studies and prototypes to prove the value of games for learning and provides tips for creating effective learning games, such as playing games to learn design, prototyping, choosing elements to support learning goals, and playtesting.
3. It shares examples of learning games created by Bottom-Line Performance and the business and learning goals they aimed to achieve.
This document outlines an agenda and introduction for a workshop on applying principles of game design to software design. The workshop will cover 9 principles: personalization, progressive disclosure, balancing reward and challenge, small superfluous flairs, exploration encouragement, the open-source factor, interpersonal and adaptive play, functional sneak peeks, and help systems. Each principle will involve a teach/lecture, gameplay demonstrations, group discussion, and exercises applying the principles to software. The goal is for attendees to learn how making software more game-like can increase user engagement.
Using Innovation Games To Prioritize Technical Debt PubEnthiosys Inc
- The document discusses using Innovation Games® to identify and prioritize technical debt or "cruft" in software systems. It describes two games, Speed Boat and Buy a Feature, that can help development teams visualize and prioritize areas of technical debt.
- Speed Boat allows teams to identify and shape anchors representing areas of cruft into potential projects. Buy a Feature then helps teams prioritize those projects by bidding on them with a limited budget.
- The games are designed to be collaborative, fun competitions that generate rich discussions to help teams reach consensus on technical debt priorities. Regular gameplay can help address debt and keep systems maintainable.
This document provides guidance for aspiring game designers on how to enter the field. It recommends starting by educating oneself using freely available online resources about game design fundamentals. It emphasizes that having ideas is not enough - one must prove ideas through prototypes and gain technical skills. It also stresses the importance of communication skills and being able to work as part of a team, as game design requires collaborating with many roles. Overall, the document presents game design as a challenging career path that requires perseverance and a willingness to fail many times before succeeding.
The document provides advice for aspiring game designers on how to enter the field. It recommends starting by educating oneself using online resources and books. Prototyping ideas using tools and non-commercial projects helps develop technical skills and proves design concepts. Communication skills and learning to work as part of a team are also important. Game design requires perseverance as most ideas fail, and it can take years to develop the necessary mindset and skills. The best path is often starting with internships or modding communities before pursuing a design career.
The document provides an overview of the author's extensive portfolio, including education, experience, skills, and interests. It summarizes several design projects they have worked on, including a project management tool, internal headset webshop, and an idea validation tool for entrepreneurs. It also outlines some game design work and experience with graphics, PowerPoint presentations, and teaching.
Lessons from the Trenches of Learning Game DesignSharon Boller
Interest in learning games and gamificaton of learning is high. But how do you do a good job of designing great learning games? This session walks you through six "lessons" learned from designing digital learning games.
Final Form Games talks about the importance of making good decisions early on in development, and how iteration, prototypes, and testing can provide you with the information you need to make the right choices.
1. The document outlines the topics to be covered in a game design fundamentals class, including introductions to what game design is, the instructor's path to teaching the class, and an overview of the class syllabus and website.
2. It discusses the key steps in game design which are to understand how games work, prototype and playtest designs iteratively, and learn about the game industry.
3. The document emphasizes the importance of playtesting, giving and receiving feedback, and iterating on designs to solve problems based on playtesting results.
1) The document is a presentation by Amy Jo Kim, CEO of Shufflebrain, about using game thinking techniques to accelerate early product design.
2) She provides 4 strategies for better, faster product design: design for evolution over time; find the fun in the core loop; connect with superfans; build a roadmap with game thinking.
3) The presentation includes examples and case studies of how these techniques helped companies create successful MVPs in less time by engaging the right early customers.
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
Proc. of 7th Int. Conf. on Education and New Learning Technologies EDULEARN15, ISBN: 978-84-606-8243-1, Barcelona, Spain, 6-8 July, 2015, pp.6943-6950.
Abstract
In last two decades, educational video games have been proven as a modern platform able to enhance substantially traditional e-learning in K12 and higher education. Many recent studies demonstrate using such video games tends to be effective in helping students to obtain new knowledge and to develop useful practical skills; however, lacking free tools and platforms for creation and customization of educational games hampers their mass usage. The paper presents an open software platform for easy creation and flexible customization of video games for teaching students in any subject based on 3D mazes and embedded mini-games for assessment or fostering visual skills and creativity. Teachers can construct easily customizable mazes in their educational domain as a non-restricted hierarchical graph allowing non-linear student gameplay and, next, customize maze nodes using a property editor by shaping each node as they like and by adding multimedia content to it. Playing such maze games, students can learn new ideas, concepts and theories while exploring the customized 3D maze at each hierarchy level for finding the final maze node which may contain some special gift for them. As well, they can play several embedded mini-games for developing fine-motor brain skills, visual and spatial thinking, context-based reasoning and entrepreneurial creativity. The reported results of first field trial are very promising in terms of high appreciation by master students of the created 3D maze video games.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
De slides van de 4 juli gegeven Kennissessie “Gamification” gegeven door Jephta Peijs van IJsfontein (Serious Gaming) en Chris van den Berg van EngageIt (Gamification in het Contact Center).
The document discusses how game designers have mastered the art of making things fun and how UX designers can apply game design principles and elements like status, points, leaderboards, and achievements to make user experiences more engaging. It addresses some of the conflicts between usability principles and game mechanics, arguing that building skills through challenges can be fun and uncertainty does not have to impact the core user process. The presentation provides resources for learning more about gamification and hiring game designers to help apply these concepts.
Planning for Creative Game Design.
How can we plan when we want to make a creative video game?
A workshop prepared for Town One game jam event in 2022.
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The session took place at the XP 2020 in (virtual) Copenhagen.
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Everything you always wanted to know about Agile Games. Agile World conference, 2020-07-13
1. Everything you always wanted
to know about Agile Games but
were afraid to ask
Marc Bless, Dennis Wagner
Agile World 2020, Virtual Munich
2. Marc, Dennis and our (German) Book on Agile Games
Information, literature, downloads and
more material here:
http://agilecoach.de/agile-spiele-buch/
3. Session Mechanics NEW
✘ Introduction
✘ Why Games in Business (Interactive, Empirical Learning, Engagement)
✘ Workshop-Design (TBR with Games)
✘ Agile Game Categories
✘ Agile Games Matrix
✘ Remote Game Facilitation (and Tools for it)
✘ Make Agile Game Sessions Valuable
✘ Questions you dare to ask
✘ Next Steps
4.
5. Workshop-Design with TBR and Games
✘ Training from the Back of the Room
○ 4C - Connection, Concept, Concrete
Practice, Conclusion
○ Book by Sharon L. Bowman
→ absolute recommendation!
7. Workshop-Design with TBR and Games
Connection
Concept
Conclusions
Concrete
Practice
4Cs of
TBROpener
Teaching
Principles
Simulations
Social
Dynamics Energizer
Fun
Closer
14. Remote Game Facilitation
✘ Handle remote game session like you handle online meetings!
✘ Technical ability to use
✘ Mostly everything is possible!
✘ Don‘t simply mimic offline games in the online world!
16. Playable Remote Games in our Toolbox
Erfahrungs-
ecken
Hometowns
Kennenlern-
Bingo
Wahres und
Positives
Brillante
Momente
Soziales
Netzwerk
Black
Stories
Wie sehr bin ich
gerade hier?
Gemalter
Steckbrief
Eine Wahrheit,
eine Lüge
Bewegungs-
pause
Walk & Talk
Schnitzel-
jagd
Pomodoro
Break
Toi-Let‘s-
Roll
Zoom
Meeting Bingo
Coin-Flip-
Game
Boss-Worker-
Game
Multitasking
Name Game
Business
Value Poker
Resource
Utilization Trap
Magisches
Dreieck
Kanban
Pizza Game
Das Haus
vom Nikolaus
Summer
Meadows
City
Builders
Online Point
Game
Fearless
Journey
SIN Obelisk
Many more
to come…
Many more
already…
17. Make Agile Game Sessions Valuable
● awesome debriefing to create a sustainable learning
experience
● be the expert on the topics of the learning objectives
● have experience with the game
● know the answers upfront
18. Where to go from here?
✘ „Agile Games“ book
✘ „Agile Games Training” with Marc and Dennis – available online and
offline
○ Neue Termine im Herbst 2020
○ https://www.jensen-und-komplizen.de/
trainingstermine/agilegames-remote/
✘ Feedback form: https://forms.gle/ajEyXYnwRW7u6UKv5
Please leave feedback, otherwise a unicorn or a pirate or both will die!