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Pacing—How fast or slow is the game? Is it turn based? Is it played in teams? Who goes first
and how much time do they have?
Your answer here
Signal Flow is a single person puzzle video game, so it is focused on self-pacing for the beginning
levels. As the player advances in levels, tasks will be timed, with the time allotted per task
shorting at higher levels. A leaderboard for comparing scores with others online is renewed
each week to motivate players that like competition to continually play for the top spots each
week.
Instructions—How will the players learn to play? What if they forget the rules? How fast does it
take to learn how to play?
Your answer here
The instructions are to construct the signal chain for audio channels through a virtual patch bay.
Each level will have a list of needed signal chains listed in a text bubble to the left of the patch
bay. Hints are available, essentially a fill in the patch button, and are rewarded through
achievements or purchased with points. A timer is added to later levels. If a player fails to
complete a level before the time is up, the player must play the level again from the beginning.
Five points are earned for each correct connection. Two points are deducted for each incorrect
connection. Players will not be docked points past 0 to make sure they are motivated to
continue. Hints can be purchased for 100 points during the first 10 levels, it goes to 500 points
from level 11 until level 25 where the cost of hints increases to 1000 points. Hints are rewarded
by completing levels, achieving milestones, completing challenge levels, and being in the top
three of the leader board each week. Immediate feedback is given through point addition or
deduction as well as through sound design elements. An incorrect connection will result in
sounds such as feedback or static. A correct connection will not result in any sound until an
entire correct signal chain has been completed, where the instrument hooked up will play a
quick fill.
Controls—What do the players manipulate? What do the players have control over? What do
they not have control over? Is there randomization of play?
Your answer here
Players manipulate virtual cables. Touchscreen devices will have ability to drag and drop cables
through the physical interface. They may use directional arrows with the return key to start and
stop a connection. They may cancel a connection by using the escape key. As patch bays are set
up with numbers identifying horizontal spaces and letters to identify vertical rows, players may
type in the alphanumeric location of their start and stop points using enter and escape to
confirm or cancel.
Knowledge—What do you want the players to know before they play? What do you want the
players to know/learn while they play? What do you want the players to know after the game?
Your answer here
Players should have some basic knowledge of audio signal flow, with knowledge of terminology
such as inserts, sends, returns, in, out, EQ, compression. An understanding of control interfaces
will also be prudent for players prior to playing. Players will learn proper signal flow for complex
audio setups they do not have hands-on access to when learning online. Players will learn about
specialized technologies such as Getners and ISDN lines, as well as microphone models and
their specifications.
Achievements—What are the big goals and little goals? What are the rewards and
punishments? What smaller milestone rewards might you incorporate, such as a cool weapon
or small victory?
Your answer here
Hints are the most sought-after reward as they can complete connections for you when you do
not know where the next connection should be. Points will be a secondary reward to mark how
a player stands up to their competition. Upon achieving certain milestones such as levels 10, 25,
50, 100, or top place on the weekly leaderboard, or meeting certain time completions in timed
levels players will be rewarded virtual microphones to add to their microphone collection for
their studio, essentially achievement badges that will include the specifications listed of each
microphone won. This will teach players about microphones that they can commonly find in
studios when working.
Story—What is the story of your game?
Your answer here
Each player assumes the role of an entry level audio engineer, assisting the head engineer with
setting up sessions as an assistant engineer in studios or setting up the sound system for a live
event as an A2.
Endgame—What is the outcome? Is the game win or lose? Can everyone win? Can everyone
lose? What is the reward? What do they learn?
Your answer here
The outcome is to be able to assemble signal flow chains in complex studio setups.
The game is puzzle-based, so there are no definitive winners or losers within the game, only
players that can complete the puzzles and those who cannot.
Players who choose to be competitive will have a leaderboard to assess if they are winning or not
simply by playing longer than others.
The reward is learning and hopefully an entertaining experience.
The players learn to assemble signal chains between audio equipment. Formulating different
ways that audio equipment can be set up for use. Players also learn standard studio equipment
that they may not have direct contact with while in school, such as microphones, compressors,
and audio consoles.
Assessment—How do you know if a player is winning? How do you know if a player has won?
What are some ways games assess? How do you measure performance?
Your answer here
A player is winning if they complete a level with more points than they started with. A player
wins by completing the week at the top of a leaderboard. The game assesses an understanding
of equipment interactions and signal flow through the correct connections being made within
the level. Performance is measured by points earned and time left on a clock within a level.
Timing—Who is first? Who is last? How long does it take to play? When can the player play?
How does this fit into your customer’s schema?
Your answer here
This is a self-paced puzzle game, turns are not taken. Play lasts until all levels have been
completed. There are infinite possibilities of ways to setup a recording session, so levels can
continually be designed to keep players engaged.
The target customer is undergraduate audio and music production programs, with the target
audience being undergraduate audio and music production students. The ability to correctly
cable complex audio signal paths is a learning outcome of all audio and music production
programs. Due to the prohibitive cost of professional audio equipment, purchasing enough
equipment for all students to gain enough hours of hands-on experience needed before
finishing their degree programs is impossible. As online programs grow, online students are not
able to access professional audio equipment before graduating. An interactive mock-up of the
equipment and how it is connected allows for students to develop the hands-on experience
needed. The mock-up also allows for learner autonomy and self-determinism without risking
damage to costly and sensitive equipment.

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Signal Flow design brief

  • 1. Pacing—How fast or slow is the game? Is it turn based? Is it played in teams? Who goes first and how much time do they have? Your answer here Signal Flow is a single person puzzle video game, so it is focused on self-pacing for the beginning levels. As the player advances in levels, tasks will be timed, with the time allotted per task shorting at higher levels. A leaderboard for comparing scores with others online is renewed each week to motivate players that like competition to continually play for the top spots each week. Instructions—How will the players learn to play? What if they forget the rules? How fast does it take to learn how to play? Your answer here The instructions are to construct the signal chain for audio channels through a virtual patch bay. Each level will have a list of needed signal chains listed in a text bubble to the left of the patch bay. Hints are available, essentially a fill in the patch button, and are rewarded through achievements or purchased with points. A timer is added to later levels. If a player fails to complete a level before the time is up, the player must play the level again from the beginning. Five points are earned for each correct connection. Two points are deducted for each incorrect connection. Players will not be docked points past 0 to make sure they are motivated to continue. Hints can be purchased for 100 points during the first 10 levels, it goes to 500 points from level 11 until level 25 where the cost of hints increases to 1000 points. Hints are rewarded by completing levels, achieving milestones, completing challenge levels, and being in the top three of the leader board each week. Immediate feedback is given through point addition or deduction as well as through sound design elements. An incorrect connection will result in sounds such as feedback or static. A correct connection will not result in any sound until an entire correct signal chain has been completed, where the instrument hooked up will play a quick fill. Controls—What do the players manipulate? What do the players have control over? What do they not have control over? Is there randomization of play? Your answer here Players manipulate virtual cables. Touchscreen devices will have ability to drag and drop cables through the physical interface. They may use directional arrows with the return key to start and stop a connection. They may cancel a connection by using the escape key. As patch bays are set up with numbers identifying horizontal spaces and letters to identify vertical rows, players may type in the alphanumeric location of their start and stop points using enter and escape to confirm or cancel.
  • 2. Knowledge—What do you want the players to know before they play? What do you want the players to know/learn while they play? What do you want the players to know after the game? Your answer here Players should have some basic knowledge of audio signal flow, with knowledge of terminology such as inserts, sends, returns, in, out, EQ, compression. An understanding of control interfaces will also be prudent for players prior to playing. Players will learn proper signal flow for complex audio setups they do not have hands-on access to when learning online. Players will learn about specialized technologies such as Getners and ISDN lines, as well as microphone models and their specifications. Achievements—What are the big goals and little goals? What are the rewards and punishments? What smaller milestone rewards might you incorporate, such as a cool weapon or small victory? Your answer here Hints are the most sought-after reward as they can complete connections for you when you do not know where the next connection should be. Points will be a secondary reward to mark how a player stands up to their competition. Upon achieving certain milestones such as levels 10, 25, 50, 100, or top place on the weekly leaderboard, or meeting certain time completions in timed levels players will be rewarded virtual microphones to add to their microphone collection for their studio, essentially achievement badges that will include the specifications listed of each microphone won. This will teach players about microphones that they can commonly find in studios when working. Story—What is the story of your game? Your answer here Each player assumes the role of an entry level audio engineer, assisting the head engineer with setting up sessions as an assistant engineer in studios or setting up the sound system for a live event as an A2. Endgame—What is the outcome? Is the game win or lose? Can everyone win? Can everyone lose? What is the reward? What do they learn? Your answer here The outcome is to be able to assemble signal flow chains in complex studio setups. The game is puzzle-based, so there are no definitive winners or losers within the game, only players that can complete the puzzles and those who cannot.
  • 3. Players who choose to be competitive will have a leaderboard to assess if they are winning or not simply by playing longer than others. The reward is learning and hopefully an entertaining experience. The players learn to assemble signal chains between audio equipment. Formulating different ways that audio equipment can be set up for use. Players also learn standard studio equipment that they may not have direct contact with while in school, such as microphones, compressors, and audio consoles. Assessment—How do you know if a player is winning? How do you know if a player has won? What are some ways games assess? How do you measure performance? Your answer here A player is winning if they complete a level with more points than they started with. A player wins by completing the week at the top of a leaderboard. The game assesses an understanding of equipment interactions and signal flow through the correct connections being made within the level. Performance is measured by points earned and time left on a clock within a level. Timing—Who is first? Who is last? How long does it take to play? When can the player play? How does this fit into your customer’s schema? Your answer here This is a self-paced puzzle game, turns are not taken. Play lasts until all levels have been completed. There are infinite possibilities of ways to setup a recording session, so levels can continually be designed to keep players engaged. The target customer is undergraduate audio and music production programs, with the target audience being undergraduate audio and music production students. The ability to correctly cable complex audio signal paths is a learning outcome of all audio and music production programs. Due to the prohibitive cost of professional audio equipment, purchasing enough equipment for all students to gain enough hours of hands-on experience needed before finishing their degree programs is impossible. As online programs grow, online students are not able to access professional audio equipment before graduating. An interactive mock-up of the equipment and how it is connected allows for students to develop the hands-on experience needed. The mock-up also allows for learner autonomy and self-determinism without risking damage to costly and sensitive equipment.