Week four was spent further fleshing out our two prototypes for our 1/4s presentation.
Design decisions made at the start of the week were:
- Making each monster advance towards you each turn in order to provide more interesting angle challenges
- Adopting a Pirate theme for our Crayon King prototype because the fantasy of being pirate and destroying and looting fit our demographic better than a king ruling subjects
By the end of the week we presented the two paper prototypes to our supervisors. They suggested focusing on them, and make them more visually appealing.
Fancying it Up
In order to improve the prototypes visuals we first adapted the Abstract Ball Glue prototype into Alpaca Toss (alpacas somehow often turn up in our brainstorming process!). The aim was to make it more appealing to both genders as well as root it in something more realistic rather than the current abstract idea.
Armed with these ideas our artists spent the weekend doing just that with the following results.
In addition our lead programmer developed digital prototypes with two interfaces. One prototype used the gyroscope and the other with slider we tried different ux methods for game.
Kicking this week off we completed a paper prototype of idea 2 from week 2.
The paper prototype had the player make a sequence of angles including obtuse, acute, right angled, and straight angles to defeat a single enemy who approached them in a turn based manner. The decision for turn based gameplay over real time gameplay was made because we wanted to encourage strategic thinking. We named this prototype Angle Ninja.
We met Jesse on Tuesday who looked at each of ideas and gave us some advice.
During our meeting Jesse suggested the use of various lenses.
Jesse also commented that ‘spatialization’ was a good avenue to investigate for teaching angles. So considering his advice we adapted Angle Ninja. Instead of making gestures to create obtuse, acute, right angled, and straight angles to defeat a single enemy we would instead have multiple enemies which we would attack from a fixed position on the iPad.
The shift in design was due to wanting to focus on the fundamental lesson of teaching familiarity with angles rather than the more advanced one of the special properties of angles.
Continue reading Tiny – Week 3
At the start of the week we presented the ideas we had in mind from week 1 to our supervisors. Our supervisors gave us feedback and we filtered down the initial ideas based on complexity and technical issues.
On Wednesday, we met Jesse and presented our initial ideas to him. Jesse gave us advice about our project suggesting we look into a number of educational games such as Battleship Numberline, and create lots of prototypes.
On Friday, the team visited the clients. We met Audrey from Intermediate Unit 1 and the students & teacher from Colonial School. We used the visit as an opportunity to collect information about our client and our players:
- We presented a number of pictures to the students to gauge their art interest.
- As them what kind of games they played
- Asked them what kind of music they listen to
- Spoke the the teacher and narrowed down a subject
We documented this research.
Based on what we learned from the visit, we had a better understanding about our audience. We then came up with many new ideas based on angles which was confirmed to be the main subject.
Our lead programmer Carl then built a prototype on the iPad based on one of our ideas. The prototype detected the drawing of acute and obtuse angles to explore teaching the special properties of angles (obtuse, acute, straight, right angle).
The new semester has finally started, and we are excited to work on this new project with Colonial School!
In the first week we setup our project room, had a bunch of meetings with our advisers and came up with a general idea about what we are going to do.
Later in the week we spoke to our client Audrey Mory who offered us lots of freedom in scope as long as it is an entertaining math-based educational game for children from 9 to 11 years old. The deliverable at the end of the semester should be an ready-to-ship game for Apple store.
We then started with competitive analysis playing many educational games available on the market, and decided what worked for them and what did not. We also had a brainstorming session, sketching out 10 game ideas.
Team Tiny is a four person project at Carnegie Mellon’s Entertainment Technology Center tasked with building an educational iPad game for Colonial School in Pittsburgh Pennsylvania.
The following is a week by week look into the project with a focus on design.
- Week 1 – Setup & Initial Brainstorming
- Week 2 – Client meeting, more brainstorming and first prototype
- Week 3 – More prototypes and iterations on prototypes.
- Week 4 – Development of ideas for 1/4 presentations
Platform: Unity | Time: 48 Hours | Role: Designer – Programmer | Team Size: 3
Story: To smoke or not to smoke! That is the question! Control a jammer’s good or bad conscience, and convert their brain waves to help them make the “right” choice! The game is about two sides battling to gain control, the neurons resist the attack themselves and the player gets a limited amount of time to conquer all they can.
Design Challenge: To design a game that captured the concept of Waves as dictated by the theme of the 2017 Global Game Jam.
My Contributions: I directed the design of the project as well as assisted the lead programmer with tasks such as adding the neuron layer on top of our atom system. As well as programming the user interface surrounding the game.
Source Code: Available here
GitHub Repository Link: https://github.com/tauseefk/game-jam-2017
Executables: Available here
Global Game Jam Link: http://globalgamejam.org/2017/games/bicameral-mind
Continue reading Bicameral Mind
Introduction: Developed on the Oculus Rift with PS Move, DinoRancher had guests play atop a Triceratops armed with an electric lasso. The goal of the guest was to shepherd a herd of Stegosaurus to safety, protecting them from danger.
Platform: Oculus & PS Move | Time: 2 weeks | Role: Programmer – Designer – Producer | Team Size: 5
Story: You are a DinoRancher armed with your electro lasso and trusty trike. Travel across the desolate wasteland, and protect your herd from those nasty predators!
- Herd behavior
- Enemy types
- Environment design
- Integration of the PS move into Virtual Reality
- Trike movement system
Design Goal: To create an experience that made the guest feel like a cowboy travelling through the desert protecting a herd of dinosaur from predators.
My Contributions: As producer I arranged meetings, delegated pending tasks, and contributed creatively. In addition as a programmer I was responsible for setting up the games environment which included, asset preparation, level design and developing agent behavior.
DinoRancher was featured at The Forbidden Forest in The Entertainment Technology Centers end of semester festival!