Axl Wise & the Information Outbreak: A Flash Game to Teach

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Transcript Axl Wise & the Information Outbreak: A Flash Game to Teach

Developing A Flash Game to Teach
Information Skills
Bee Gallegos
Fletcher Library
Arizona State University at the West campus
LOEX of the West Conference
June 6, 2008
Las Vegas NV
Background
• Spring 2004 - Lower Division instruction
program created
• Recognized need to make instruction more
engaging/interactive
• Millennials
• Games as instructional tool
• ENG101 targeted
Learning Objectives
Introduce ENG 101 students to:
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Library as a physical and virtual place
Library services
Types of resources
Basics of the online catalog
Differences between types of sources
Reading, understanding, and using citations to retrieve
information
Game Project Beginnings
• Project goal
– Computer game ready Fall 2006
• Games as instructional tool
– Research & Brainstorming
• Start small and “simple”
– Ideas evolved
Board game
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Prototype
1st version developed August 2005
1st used in class Sept 2005
Very popular & successful instruction tool
Exploring publication & distribution options
Online Game
• Development - Began Spring 2006
• Team – Originally 5 people
• Variety of Skills
– Web development, database design, graphic design,
instructional expertise, extensive research in gaming as an
educational tool
• Support from Library Director
– Funding to hire an outside programmer
– Time to focus on game(s)
• Platform - Flash
Documentation
• Project Plan* & Timeline
• High Concept Document**
• Game Treatment Document**
• Game Script**
* From http://www.projectmanagement.tas.gov.au.
** From Andrew Rollings and Ernest Adams on Game Design
High Concept Document
• Marketing tool or executive summary
• Premise of the game
– Female heroine
– Virus
– Campus setting
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Overall storyline
Target audience
Unique selling points
Platform
Characters
Game Treatment Document
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Game overview
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Game world
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High Concept
Hooks
License
Game play highlights
Technology highlights
Art and Audio highlights
Design elements (graphics, elements, characters, screens)
Hardware
Back-story
Objective
Characters
Mission (includes aspects of back story & objective)
Production details
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Team
Budget
Schedule
Competition
Game Script
Everything from High Concept and Game
Treatment Documents
• Design details
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Time element
Tools, Objects & Components
Screens
Help
• Game play outline & text
Version 1.0 Timeline
Approximations
• Storyline decisions, mission, and documentation - Seven
months
• Design (game logo, map, isometric tiles, building
interiors, characters, icons) - Two months
• Character interactions - One month
• Animations and character walking paths - Two weeks
• Information retrieval (game catalog and database)- Two
weeks
• Sound creation - Two weeks
• Bug tracking and documentation – One month
Programmer
• Finding Programmers
– Consulted with local Game Designers and experts
• Defined needs
– Posted on local Tech listservs, wikis and web sites
– Asked for portfolios from top three candidates
• Hiring Programmer
– Chose candidate with the most edugaming experience
• Top candidate subcontracted graphic designer
– Legal documentation
– Had to add programmer to University vendor list
Taking the Game to Class
• Version 1.0 Spring 2007
– 1st used in class Jan 30, 2007
– Instruction included:
• Intro to library homepage & online catalog
• Instructions for playing game
– New bugs identified
• Tracking sheet
– Decision to revise: version 1.1
• Pre- and post-test results
• Observations & student feedback
Version 1.1
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Find new programmer
Fix bugs
Moveable windows
Copy and paste
Citations in the pda
“Mission screen”
Hot spots
Doorways
Main character indicator
Modify interiors & objects
(Summer 2007)
Version 1.1- Instructional Changes
• Introductory instruction changed
– BRIEF introductory lecture
– Minimal game instruction
• Students play in teams
• Created help movies
– Macromedia Captivate
– Linked from ENG101 web page
• Telling the difference between article and book citations
• Finding books in the catalog
• Finding articles in the database
What’s Next?
• Revisions or a new game?
• Changes
– LC & Dewey versions
– ASU 101?
• Exploring options for distribution
Advice for Aspiring Game Developers
• Be realistic about the size of the project
– Start small
– Project that is doable
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Keep instructional outcomes at the forefront
Review project goals & timeline regularly
Don’t underestimate the time needed for design & completion
Hire a professional programmer with educational gaming
experience
• Use Rollings and Adams on Game Design (Recommended)
• Include assessment; within game play if possible
Advice for Aspiring Game Developers
• Team makeup
– Not too large, not too small
– Variety of skills and experience
• Solicit organizational support
• Exercise patience
– With the process and all personnel involved (including
yourself )
– With the learning curve
• Don’t forget to celebrate your achievements!
Essential Sources
• Rollings, A., & Adams, E. (2003). Andrew Rollings and
Ernest Adams on game design (1st ed. ed.). Indianapolis :
New Riders.
• Sample game treatment document:
– http://www.designersnotebook.com/Wanna-be/ctaylordesign.zip
• Sample project plan:
– http://www.projectmanagement.tas.gov.au.
Let’s Play!
http://library.west.asu.edu/game/quarantined/login.cfm