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Game Design Process

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WSU IT7220 Week 4

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Game Design Process

  1. 1. DESIGN PROCESS IT 7220 - February 9, 2009 Monday, February 9, 2009 1
  2. 2. Agenda Syllabus Check-in Quinn Chap 6 “A Design Process” Flash Lab Action Script Basics Continue to work in H.O.T. Monday, February 9, 2009 2
  3. 3. Syllabus Check-in How are we feeling at this point? Pain points Knowledge gaps Pace/structure to achieve objectives Will cover Perkins Ch 13 (text) next week Paper is due at beginning of class Feb 16 (email or dropbox) Need to form groups tonight (between lecture and lab); begin transition to applied skills development Monday, February 9, 2009 3
  4. 4. Quinn - “A Design Process” Last week, we covered strategy for 4 different levels of scenarios (mini, linked, contingent, full-on game) in chapter 5 This helps to make high level decisions regarding ways to handle complexity and the use of theme in order to integrate all of the elements of engaged learning (theme, goal, challeng, action- domain link, problem-learner link, active, direct, feedback, and affect) in chapter 4 Now, we turn our attention to the systematic and systemic processes for learning game design Monday, February 9, 2009 4
  5. 5. Basic Design Models Waterfall Model (p 114) ADDIE fits in here Implies one pass from concept to delivery May work for very simple projects Design Cycle (p115) Four stages: analysis, specification, implementation, and evaluation Iterative in nature Requires parameters to know when to stop iterating Design Spiral (115) Same stages as design cycle Iterative and incremental Monday, February 9, 2009 5
  6. 6. Other Models... From Software Engineering: Agile development (rapid prototyping; iterative) Extreme programming (object-based teams) Bottom line - there probably is no single best model Models generally tied to methodology and communities of practice Models are only as good as the teams using them (discipline, competence, experience) Monday, February 9, 2009 6
  7. 7. A brief look at the Design Stages Using an Iterative Approach A very high level look at: Analysis Specification Implementation Evaluation Monday, February 9, 2009 7
  8. 8. Analysis Stage How well do we understand the problem and solution domains? What are the relevant parameters and sources of data? What are the measures of success? Ease of use Ease of learning Retention Errors User experience Output of this phase is a set of criteria that a solution must meet Monday, February 9, 2009 8
  9. 9. Specification Stage Creative part of the design cycle Look at a wide range of alternatives to cover the solution space Involves brainstorming to answer design questions Identifies standards, guidelines, and heuristics Output of this phase is a proposal for design implementation of a set of questions to be answered by the implementation Monday, February 9, 2009 9
  10. 10. Implementation Stage Begins building the solution May involve prototyping for testing low and high fidelity solutions with representative users The output and goal of this stage is to produce the best product for the lowest cost Monday, February 9, 2009 10
  11. 11. Evaluation Stage Formative and summative evaluation should be included in an iterative approach Determines if implementation answers the questions raised in specification Repeat the process through all stages until parameters established in analysis phase have been met Monday, February 9, 2009 11
  12. 12. Engaged Design Synergistic framework bringing instructional design and engagement together to put learning into context at all levels Getting learners to make decisions is key Require learners to apply knowledge to make a decision, not just test their knowledge (table 6-1, p 129) Learn by the consequence of decisions, right or wrong Monday, February 9, 2009 12
  13. 13. Quinn’s Design Process Analysis Determine target performance (what should learners be able to do?) Determine learner characteristics (cognitive, conative, and affective) Determine learner interests (analysis questionnaire on p 136) Establish metrics Monday, February 9, 2009 13
  14. 14. Quinn’s Design Process Specification - Design the Experience Situate the task in a model world (perspective or view, interaction model, game play) Elaborate the details (story line, theme, tension, novelty to maintain interest) Incorporate underlying pedagogical support (learning support/job aids, feedback, direction) Map learning to interface (build the model) Monday, February 9, 2009 14
  15. 15. Quinn’s Design Process Implementation Prototype •Highly dependent on the quality of the output from specification stage •Success tied to skills and resources available on within the team Monday, February 9, 2009 15
  16. 16. Quinn’s Design Process Evaluation Test for usability (time to complete task, retention, # errors, satisfaction) Test for educational effectiveness (pre-test/post-test, accomplishment of objectives) Test for engagement (self-report, observation, ability to meet expectations) Monday, February 9, 2009 16
  17. 17. Team Formation! Self select (3-5 members) Try to get a variety of skills Designer Project Manager Graphic Artist Flash Developer Gamer Monday, February 9, 2009 17
  18. 18. Flash Lab ActionScript 3.0 overview Variables and Data Types Functions Controlling Movie Clips (demo example) Work in tutorial Monday, February 9, 2009 18
  19. 19. ActionScript 3.0 ActionScript can be placed directly into the timeline or into a document class (i.e., separate .as file) ActionScript allows interactivity and makes game development possible ActionScript is created and managed using the Actions Panel which is an advanced editing utility Monday, February 9, 2009 19
  20. 20. ActionScript 3.0 Elements Variables Instances Properties Functions Events, event handlers, and event listeners Conditional statements Monday, February 9, 2009 20
  21. 21. Variables Containers that store information In ActionScript 3.0, variables are strongly typed Number 4.5 Any number including floating point int -5 Any integer or whole number uint 1 Unsigned integer String “hello” Text or string of characters Boolean TRUE True or False Array [2, 9, 17] More than one value of same type, in a single variable Object myObject Basis structure of every ActionScript entity using ‘.’ dot syntax Monday, February 9, 2009 21
  22. 22. Instances Created whenever we make a ‘copy’ of a symbol from the library In ActionScript, we refer to instances individually using the names assigned through the Properties inspector Names used should be consistent and reference the symbol type: contact_btn, nav_mc, body_txt Monday, February 9, 2009 22
  23. 23. Properties Properties are variables attached to the instance of a symbol Accessed in ActionScript via dot syntax ex: to set x position of a movie clip instance (my_mc) to 100 would be my_mc.x = 100 Monday, February 9, 2009 23
  24. 24. Functions Re-usable blocks of code that can be executed again and again within a project without having to be copied and pasted There are hundreds of functions pre-defined in ActionScript It is very easy to create new functions Monday, February 9, 2009 24
  25. 25. Events, Handlers, Listeners Events happen whenever someone interacts with your Flash program (mouse click, type, open a file, etc.) Handlers are bits of code that tell Flash what to do in response to an event such as clicking on a button Listeners attach an event to an event handler Monday, February 9, 2009 25
  26. 26. Conditionals Conditionals allow you to choose to execute a block of code based on a condition being true General form is: if (condition is true) { Do something; } else { Do something else; } Monday, February 9, 2009 26
  27. 27. Controlling Movie Clips Demo From Chap 12 in Perkins Files are on Blackboard Monday, February 9, 2009 27

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