This single-player puzzle video game teaches players about audio signal flow by having them complete levels by constructing correct signal chains through a virtual patch bay. It is self-paced but later levels include timers. Players are rewarded with points for correct connections and lose points for incorrect ones. Hints can be purchased with points and leaderboards track weekly high scores. The goal is to learn how to assemble signal flow for complex studio setups.
In Signal Flow, players take on the role of an audio engineer connecting equipment in a patch bay. Players are given a list of connections to make by dragging and dropping virtual cables. Points are earned or lost based on correct or incorrect connections. Hints can be earned or purchased to help complete connections. As players progress, a timer is added and microphones are awarded as badges for reaching milestones.
The document describes a quiz game app called "Know Your Movie" developed by the team Syntax Err0r for the Windows Phone platform. The app allows two users to compete head-to-head in a movie trivia quiz, answering questions about movie dialogues within time limits. It integrates social login, leaderboards, user profiles and multiplayer capabilities using external services. The team used tools like Visual Studio, Facebook SDK and backend services from Shephertz to implement features like user accounts, media playback, matchmaking and scoring across several game screens. Testing showed the app worked as intended on emulator and device. There is scope to expand the game with more features.
This document is a final year project proposal submitted by Kevin Murphy for a B.Sc in Music, Media & Performance Technology. The project involves creating a musical logic game called 'SamplerMind' that combines the classic logic game Mastermind with music sample manipulation. The goal is to investigate how adding multimedia features like music affects game immersion and reward. The project will be created using Processing for visuals and Max/MSP for audio functionality and communication between the programs. Research was conducted on game immersion, reward, interface design, auditory feedback design, and other versions of Mastermind.
LAFS Marketing and Monetization Lecture 8: Monetization and MetricsDavid Mullich
The document discusses various metrics used to measure user engagement and monetization in free-to-play mobile games. It defines key metrics like daily active users (DAU), monthly active users (MAU), retention, churn, and average revenue per daily active user (ARPDAU). It also covers gameplay metrics that measure user progression, like level starts, fails, and completes. Finally, it discusses the importance of game loops, rewards, and maintaining player engagement over both short and long sessions.
The document provides a usability test plan for a game called RunAmok created by Team Charlie. The plan outlines the test methodology, questions that will be asked, how data will be collected and organized in a table, and issues encountered during testing. Testers will observe players and ask impression and exploratory questions. Data on levels, lives used, time and player feedback will be collected. Several interface and control issues were identified to improve the gameplay experience.
Informing SoTL using playtesting techniquesKatrin Becker
Typical research methodologies in SoTL include many of the traditional educational research methodologies, yet there are methodologies in other disciplines and industries that can provide fresh perspectives. One of these industries is the videogame industry. While there are fundamental differences such as the fact that one seeks primarily to entertain and the other to enlighten or educate, the practices, processes, and theories behind playtesting games can be used to inform aspects of pedagogy that relate to engagement. The primary focus in game design is on the experience and there has been considerable research into ways to assess and measure the player experience through playtesting. Playtesting is concerned with such things as whether or not the game is fun, which parts are too easy or hard, whether and when people become bored, and with the player’s progression through the to the end. All of these properties have relevance to teaching and learning even though they may not appear to be directly connected with whether or not the learning objectives were met. Rather, playtesting is concerned with the motivation of the player/student to continue the particular course of learning, which speaks to the success of the methodology in capturing the student's imagination. Sometimes, simply taking a novel approach to evaluation can yield insights that were not uncovered by more common approaches. This presentation will provide a brief overview of formal playtesting procedures and highlight ways these approaches could be used in the classroom as well as how this could inform pedagogy.
The document reviews the game "Snow Way in Hell" and identifies several usability problems, including a lack of feedback when buttons are pressed, mechanics that are not intuitive to players like shrinking and growing, and no option to skip lengthy cutscenes. It provides suggestions for improving the game's usability, such as adding text and sound feedback, informing players about unconventional mechanics, and including a button to skip cutscenes.
Design and Implementation of Electronic Cube for Education with five screen integrated with MCU.
The MCU loaded with Special simple OS developed by Roma Team.
Our cube comming with joyful user interface for kids , it can speak and Recognize voice.
In Signal Flow, players take on the role of an audio engineer connecting equipment in a patch bay. Players are given a list of connections to make by dragging and dropping virtual cables. Points are earned or lost based on correct or incorrect connections. Hints can be earned or purchased to help complete connections. As players progress, a timer is added and microphones are awarded as badges for reaching milestones.
The document describes a quiz game app called "Know Your Movie" developed by the team Syntax Err0r for the Windows Phone platform. The app allows two users to compete head-to-head in a movie trivia quiz, answering questions about movie dialogues within time limits. It integrates social login, leaderboards, user profiles and multiplayer capabilities using external services. The team used tools like Visual Studio, Facebook SDK and backend services from Shephertz to implement features like user accounts, media playback, matchmaking and scoring across several game screens. Testing showed the app worked as intended on emulator and device. There is scope to expand the game with more features.
This document is a final year project proposal submitted by Kevin Murphy for a B.Sc in Music, Media & Performance Technology. The project involves creating a musical logic game called 'SamplerMind' that combines the classic logic game Mastermind with music sample manipulation. The goal is to investigate how adding multimedia features like music affects game immersion and reward. The project will be created using Processing for visuals and Max/MSP for audio functionality and communication between the programs. Research was conducted on game immersion, reward, interface design, auditory feedback design, and other versions of Mastermind.
LAFS Marketing and Monetization Lecture 8: Monetization and MetricsDavid Mullich
The document discusses various metrics used to measure user engagement and monetization in free-to-play mobile games. It defines key metrics like daily active users (DAU), monthly active users (MAU), retention, churn, and average revenue per daily active user (ARPDAU). It also covers gameplay metrics that measure user progression, like level starts, fails, and completes. Finally, it discusses the importance of game loops, rewards, and maintaining player engagement over both short and long sessions.
The document provides a usability test plan for a game called RunAmok created by Team Charlie. The plan outlines the test methodology, questions that will be asked, how data will be collected and organized in a table, and issues encountered during testing. Testers will observe players and ask impression and exploratory questions. Data on levels, lives used, time and player feedback will be collected. Several interface and control issues were identified to improve the gameplay experience.
Informing SoTL using playtesting techniquesKatrin Becker
Typical research methodologies in SoTL include many of the traditional educational research methodologies, yet there are methodologies in other disciplines and industries that can provide fresh perspectives. One of these industries is the videogame industry. While there are fundamental differences such as the fact that one seeks primarily to entertain and the other to enlighten or educate, the practices, processes, and theories behind playtesting games can be used to inform aspects of pedagogy that relate to engagement. The primary focus in game design is on the experience and there has been considerable research into ways to assess and measure the player experience through playtesting. Playtesting is concerned with such things as whether or not the game is fun, which parts are too easy or hard, whether and when people become bored, and with the player’s progression through the to the end. All of these properties have relevance to teaching and learning even though they may not appear to be directly connected with whether or not the learning objectives were met. Rather, playtesting is concerned with the motivation of the player/student to continue the particular course of learning, which speaks to the success of the methodology in capturing the student's imagination. Sometimes, simply taking a novel approach to evaluation can yield insights that were not uncovered by more common approaches. This presentation will provide a brief overview of formal playtesting procedures and highlight ways these approaches could be used in the classroom as well as how this could inform pedagogy.
The document reviews the game "Snow Way in Hell" and identifies several usability problems, including a lack of feedback when buttons are pressed, mechanics that are not intuitive to players like shrinking and growing, and no option to skip lengthy cutscenes. It provides suggestions for improving the game's usability, such as adding text and sound feedback, informing players about unconventional mechanics, and including a button to skip cutscenes.
Design and Implementation of Electronic Cube for Education with five screen integrated with MCU.
The MCU loaded with Special simple OS developed by Roma Team.
Our cube comming with joyful user interface for kids , it can speak and Recognize voice.
LAFS PREPRO Session 7 - Game Audio and LevelsDavid Mullich
The document discusses various aspects of game audio and level design. It describes different types of game audio including diegetic sounds, non-diegetic sounds, zone sounds, effect sounds, and interface sounds. It also discusses different types of game music such as main themes, low-key music, and intense music. Additionally, it provides tips for good level design and recommends including information about level layouts, obstacles, resources, objectives, and win/loss conditions when designing levels. Students are instructed to include audio and level design samples in their concept presentations.
The document discusses fundamentals of game user interface design. It covers topics like general principles of interface design, processes for designing interfaces, interaction models, camera models, common visual and audio elements, and input devices. The document emphasizes that the user interface is crucial to the player experience and satisfaction with the game. It provides guidance on informing players of necessary information, enabling player actions, and managing complexity in interfaces.
How to Design Effective Learning Games: Sharon Boller and Karl KappSharon Boller
Slides used during September 2017 ATD Learn workshop facilitated by Sharon Boller & Karl Kapp: "Play to Learn: Effective Learning Game Design"
Includes numerous slides identifying DIY game creation resources, templates, tools for creating learning games.
The document provides guidance on playtesting games during development. It discusses that playtesting involves gaining feedback from players to improve a game's experience. Playtesting is not the same as internal design reviews, focus groups, usability testing, or quality assurance testing. The goal of playtesting is to ensure a game is functioning as intended, complete, balanced and fun. It recommends conducting iterative playtesting as a game develops to catch design issues. Key aspects of playtesting covered include finding suitable playtesters, running testing sessions, collecting both qualitative and quantitative feedback, and dealing with feedback received.
This project has been funded with support from the European Commission.
This publication reflects the views only of the author, and the
Commission cannot be held responsible for any use which may be made of the information contained therein.
Making a game "Just Right" through testing and play balancingJulio Gorgé
The document discusses different types of testing that should be done when developing a game, including focus testing, usability testing, play balancing, bug testing, and compatibility testing. It provides details on when each type of testing should be done, the goals of each, and methods for conducting the testing. Play balancing is described as adjusting the difficulty levels of a game after collecting play data from testers and analyzing it to determine which levels are too hard or easy.
This document discusses various concepts for balancing games such as providing the right level of difficulty, complexity, and smooth learning curves to allow players to progress from novice to expert. It also covers techniques for balancing multiplayer games, including handicaps, symmetry, and team balance to give all players an equal chance to succeed. Game mastery, empowerment, and rhythm-based actions are addressed as ways to promote player engagement.
Product Management For Free-to-Play Games w/ AC&A's Senior PMProduct School
The presentation covered the principles of product management for free-to-play games. Games have taken a live product mentality in the last few years, and PM's need to be able to combine design, data, and marketing to drive important KPI's.
Bullet points:
- What the important revenue and retention KPIs for games are
- How to decide what new features to add to gaming products
- What a successful A/B testing looks like in the gaming space
- Ad supported games
- Case studies: examples of successful feature releases in the gaming industry
This document discusses several mobile games including Flow, Jetpack Joyride, and Candy Crush Saga. It provides details on the gameplay, objectives, and reasons for the popularity and addictiveness of each game. Interviews were also conducted with potential target audiences to understand their game preferences. The interviews found that audiences prefer simple, colorful games with theme music over complicated layouts and constant sound effects. They also differed on whether they preferred a point score or level-based structure.
The document provides details on the design of a simple noughts and crosses game for Windows Phone. It includes sections on the game concept, description, key features, design information, and technical details. The game allows single-player against an AI or multiplayer on one device. It aims to be simple and accessible for children with basic gameplay and a clean, flat interface in line with Windows Phone guidelines.
Jeongseoyeon [Monster Super League] Report on 15% improvement in player reten...Jeong Seoyeon
1) The document discusses strategies used by Monster Super League, a mobile game, to improve early player retention rates after its initial release.
2) It describes four updates made to enhance retention, including increasing rewards, addressing high dropout rates at the first defeat point by having players capture a character, and reexamining early game missions.
3) While some updates showed minor improvements, overall retention did not increase much. The document reflects on mistakes made, such as not properly identifying which player groups to target or closely examining missions from the player perspective.
The document describes an online learning platform called Click & Learn 360° used in Germany for driver's license education. It is made by a leading traffic education company called Degener. The platform has over 1,600 multiple choice questions across 13 languages that students can use to study and practice for the real driver's license test. It tracks student progress and determines readiness for the test. The document then outlines ideas for improving student motivation and engagement on the platform by applying concepts from Octalysis gamification model like addressing different player types, adding desired gameplay mechanics and incentives, and analyzing the current experience.
This document provides an overview and development plan for creating a basic Pong game. It discusses focusing on core mechanics like controls, gameplay, and programming. The plan involves iteratively developing features starting with basic elements like drawing the court and balls, then adding player input and ball collisions. It emphasizes taking an iterative approach, with development occurring in small steps that can be completed in a single sitting to allow for consistent progress. The document also provides guidance on object-oriented programming principles, memory management, and structuring the game controller class to manage the game loop and different game states.
This document provides an overview of updates being made to the Lunia game, including:
1. Adding a 3D viewing option in addition to the existing 2D view.
2. Introducing a new character and continuing the Myth storyline with Episode 5.
3. Balancing quests, stages, monsters through a new patch.
4. Improving systems like the patcher, friend invitation, and global wiki through new engines and interfaces.
The document discusses various concepts related to balancing difficulty, complexity, and player skill in game design. Some key points:
- Game balance refers to matching a game's difficulty to a player's skill as they progress, or ensuring all multiplayer players have an equal chance to succeed regardless of starting position or resources.
- Difficulty is the skill needed to reach a goal, while complexity refers to the number of actions. The right levels are intended by the designer to avoid boredom or frustration.
- Balancing can be achieved through clues, varied goals, obstacles, or complexity adjustments like indirect control or role reversals.
- Smooth learning curves allow players to progress from novice to mastery through consistent,
DEVELOPMENT CASUAL GAME FOR MOBILE LEARNING WITH KIILI EXPERIENTIAL GAMING MODELEva Handriyantini
The document discusses the development of a casual mobile game for learning using the Kiili experiential gaming model. It describes the model's four phases: need analysis, implementation, reflective evaluation, and design knowledge. The need analysis phase identifies user needs and matches them to educational course objectives. The implementation phase provides clear goals, challenges, and feedback. The reflective evaluation focuses on player attention. Finally, the design knowledge phase gives players a sense of control and supports learning the targeted subject of biology.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
LAFS PREPRO Session 7 - Game Audio and LevelsDavid Mullich
The document discusses various aspects of game audio and level design. It describes different types of game audio including diegetic sounds, non-diegetic sounds, zone sounds, effect sounds, and interface sounds. It also discusses different types of game music such as main themes, low-key music, and intense music. Additionally, it provides tips for good level design and recommends including information about level layouts, obstacles, resources, objectives, and win/loss conditions when designing levels. Students are instructed to include audio and level design samples in their concept presentations.
The document discusses fundamentals of game user interface design. It covers topics like general principles of interface design, processes for designing interfaces, interaction models, camera models, common visual and audio elements, and input devices. The document emphasizes that the user interface is crucial to the player experience and satisfaction with the game. It provides guidance on informing players of necessary information, enabling player actions, and managing complexity in interfaces.
How to Design Effective Learning Games: Sharon Boller and Karl KappSharon Boller
Slides used during September 2017 ATD Learn workshop facilitated by Sharon Boller & Karl Kapp: "Play to Learn: Effective Learning Game Design"
Includes numerous slides identifying DIY game creation resources, templates, tools for creating learning games.
The document provides guidance on playtesting games during development. It discusses that playtesting involves gaining feedback from players to improve a game's experience. Playtesting is not the same as internal design reviews, focus groups, usability testing, or quality assurance testing. The goal of playtesting is to ensure a game is functioning as intended, complete, balanced and fun. It recommends conducting iterative playtesting as a game develops to catch design issues. Key aspects of playtesting covered include finding suitable playtesters, running testing sessions, collecting both qualitative and quantitative feedback, and dealing with feedback received.
This project has been funded with support from the European Commission.
This publication reflects the views only of the author, and the
Commission cannot be held responsible for any use which may be made of the information contained therein.
Making a game "Just Right" through testing and play balancingJulio Gorgé
The document discusses different types of testing that should be done when developing a game, including focus testing, usability testing, play balancing, bug testing, and compatibility testing. It provides details on when each type of testing should be done, the goals of each, and methods for conducting the testing. Play balancing is described as adjusting the difficulty levels of a game after collecting play data from testers and analyzing it to determine which levels are too hard or easy.
This document discusses various concepts for balancing games such as providing the right level of difficulty, complexity, and smooth learning curves to allow players to progress from novice to expert. It also covers techniques for balancing multiplayer games, including handicaps, symmetry, and team balance to give all players an equal chance to succeed. Game mastery, empowerment, and rhythm-based actions are addressed as ways to promote player engagement.
Product Management For Free-to-Play Games w/ AC&A's Senior PMProduct School
The presentation covered the principles of product management for free-to-play games. Games have taken a live product mentality in the last few years, and PM's need to be able to combine design, data, and marketing to drive important KPI's.
Bullet points:
- What the important revenue and retention KPIs for games are
- How to decide what new features to add to gaming products
- What a successful A/B testing looks like in the gaming space
- Ad supported games
- Case studies: examples of successful feature releases in the gaming industry
This document discusses several mobile games including Flow, Jetpack Joyride, and Candy Crush Saga. It provides details on the gameplay, objectives, and reasons for the popularity and addictiveness of each game. Interviews were also conducted with potential target audiences to understand their game preferences. The interviews found that audiences prefer simple, colorful games with theme music over complicated layouts and constant sound effects. They also differed on whether they preferred a point score or level-based structure.
The document provides details on the design of a simple noughts and crosses game for Windows Phone. It includes sections on the game concept, description, key features, design information, and technical details. The game allows single-player against an AI or multiplayer on one device. It aims to be simple and accessible for children with basic gameplay and a clean, flat interface in line with Windows Phone guidelines.
Jeongseoyeon [Monster Super League] Report on 15% improvement in player reten...Jeong Seoyeon
1) The document discusses strategies used by Monster Super League, a mobile game, to improve early player retention rates after its initial release.
2) It describes four updates made to enhance retention, including increasing rewards, addressing high dropout rates at the first defeat point by having players capture a character, and reexamining early game missions.
3) While some updates showed minor improvements, overall retention did not increase much. The document reflects on mistakes made, such as not properly identifying which player groups to target or closely examining missions from the player perspective.
The document describes an online learning platform called Click & Learn 360° used in Germany for driver's license education. It is made by a leading traffic education company called Degener. The platform has over 1,600 multiple choice questions across 13 languages that students can use to study and practice for the real driver's license test. It tracks student progress and determines readiness for the test. The document then outlines ideas for improving student motivation and engagement on the platform by applying concepts from Octalysis gamification model like addressing different player types, adding desired gameplay mechanics and incentives, and analyzing the current experience.
This document provides an overview and development plan for creating a basic Pong game. It discusses focusing on core mechanics like controls, gameplay, and programming. The plan involves iteratively developing features starting with basic elements like drawing the court and balls, then adding player input and ball collisions. It emphasizes taking an iterative approach, with development occurring in small steps that can be completed in a single sitting to allow for consistent progress. The document also provides guidance on object-oriented programming principles, memory management, and structuring the game controller class to manage the game loop and different game states.
This document provides an overview of updates being made to the Lunia game, including:
1. Adding a 3D viewing option in addition to the existing 2D view.
2. Introducing a new character and continuing the Myth storyline with Episode 5.
3. Balancing quests, stages, monsters through a new patch.
4. Improving systems like the patcher, friend invitation, and global wiki through new engines and interfaces.
The document discusses various concepts related to balancing difficulty, complexity, and player skill in game design. Some key points:
- Game balance refers to matching a game's difficulty to a player's skill as they progress, or ensuring all multiplayer players have an equal chance to succeed regardless of starting position or resources.
- Difficulty is the skill needed to reach a goal, while complexity refers to the number of actions. The right levels are intended by the designer to avoid boredom or frustration.
- Balancing can be achieved through clues, varied goals, obstacles, or complexity adjustments like indirect control or role reversals.
- Smooth learning curves allow players to progress from novice to mastery through consistent,
DEVELOPMENT CASUAL GAME FOR MOBILE LEARNING WITH KIILI EXPERIENTIAL GAMING MODELEva Handriyantini
The document discusses the development of a casual mobile game for learning using the Kiili experiential gaming model. It describes the model's four phases: need analysis, implementation, reflective evaluation, and design knowledge. The need analysis phase identifies user needs and matches them to educational course objectives. The implementation phase provides clear goals, challenges, and feedback. The reflective evaluation focuses on player attention. Finally, the design knowledge phase gives players a sense of control and supports learning the targeted subject of biology.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Geography as a Discipline Chapter 1 __ Class 11 Geography NCERT _ Class Notes...
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.