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Educational Game design
Games
• Is about playing, pretending
• Contains: goals and rules
• Is fair!
• State of flow
• Risk / Reward
2
Activity
• Think of a game in which two players are competing against
each other. The game must include a ball but it is not
allowed to kick or throw it. Prove that the activity is really a
game by pointing out the main characteristics of every
game.
– Gameplay (how do we play it)
– Main goal / other goals
– Rules
– Why is this activity challenging?
– "State of flow"
– Risk / Reward
3
Adventure games
• Activities
– Puzzle solving
– Gathering and using items
– Story, setting, and themes
– Dialog and conversation trees
– Goals, success and failure
4
Game design
• Target audiance!
• Learning unit (programming, computer
communications, algorithms…)
• Learning goals + Game goals
• Mapping learning goals with game goals!!!
5
• Our goal is to "blend" learning goals into game
activities -> student is enjoying the game and
doesn't even realize that she is learning
complex concepts
• Designing a game:
– Story is very important!
– Virtual, fantasy world
– Main character, NPC's
6
Activity
• Think of a game from your field of interest.
Pick one learning goal and map it with ingame
activity.
• Also define:
– Target audiance
– Story
– Main character
7
eAdventure
• Game engine for designing adventure games
• Easy to use
• No prior knowledge about programming is
required
• Integration with LMS (SCORM)
8
eAdventure
• Introduction movie:
https://www.youtube.com/watch?v=qfi-
Bqp3YiI#t=97
• Download link:
http://e-adventure.e-ucm.es/download/
• Mac, PC & Debian
9
Graphical materials
• Search words: sprite, sprite sheets, images,
backgrounds, textures, game graphics
repositories
• Useful links:
– http://www.cgtextures.com/ - high quality
pictures, PS tutorials
– http://opengameart.org/ - theme packages
(sports, space, medival..)
– http://tsgk.captainn.net/ - commercial games
graphic repositories
10
– http://www.videogamesprites.net/ - materials
from Nintendo games
– http://www.bogleech.com/games.html
http://www.retrogamezone.co.uk/
http://www.spriters-resource.com/
backgrounds from older commercial games
11
Implementing with
eAdventure
• Scenes
– Places where the action of the game takes place
– Player interacts with objects and characters
– Connected with other scenes by exits
• Cutscenes
– Slideshows
– Videoscene
12
• Main character
– Player controlled character
– Define animations (standing, walking, talking…)
13
• NPC – non-player characters
– Any character that is not controlled by player
– Same animations as for main character
• Game items
– Actions (examine, grab, use, use with, drag to)
14
• Conversations
– Interactions with characters
– Action -> talk to
– Elements of conversations:
• Start
• Dialog
• Options
• Links between dialogs
• End
15
Advanced features
• Global states
• Timers
• Macros
16

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Educational Game Design

  • 2. Games • Is about playing, pretending • Contains: goals and rules • Is fair! • State of flow • Risk / Reward 2
  • 3. Activity • Think of a game in which two players are competing against each other. The game must include a ball but it is not allowed to kick or throw it. Prove that the activity is really a game by pointing out the main characteristics of every game. – Gameplay (how do we play it) – Main goal / other goals – Rules – Why is this activity challenging? – "State of flow" – Risk / Reward 3
  • 4. Adventure games • Activities – Puzzle solving – Gathering and using items – Story, setting, and themes – Dialog and conversation trees – Goals, success and failure 4
  • 5. Game design • Target audiance! • Learning unit (programming, computer communications, algorithms…) • Learning goals + Game goals • Mapping learning goals with game goals!!! 5
  • 6. • Our goal is to "blend" learning goals into game activities -> student is enjoying the game and doesn't even realize that she is learning complex concepts • Designing a game: – Story is very important! – Virtual, fantasy world – Main character, NPC's 6
  • 7. Activity • Think of a game from your field of interest. Pick one learning goal and map it with ingame activity. • Also define: – Target audiance – Story – Main character 7
  • 8. eAdventure • Game engine for designing adventure games • Easy to use • No prior knowledge about programming is required • Integration with LMS (SCORM) 8
  • 9. eAdventure • Introduction movie: https://www.youtube.com/watch?v=qfi- Bqp3YiI#t=97 • Download link: http://e-adventure.e-ucm.es/download/ • Mac, PC & Debian 9
  • 10. Graphical materials • Search words: sprite, sprite sheets, images, backgrounds, textures, game graphics repositories • Useful links: – http://www.cgtextures.com/ - high quality pictures, PS tutorials – http://opengameart.org/ - theme packages (sports, space, medival..) – http://tsgk.captainn.net/ - commercial games graphic repositories 10
  • 11. – http://www.videogamesprites.net/ - materials from Nintendo games – http://www.bogleech.com/games.html http://www.retrogamezone.co.uk/ http://www.spriters-resource.com/ backgrounds from older commercial games 11
  • 12. Implementing with eAdventure • Scenes – Places where the action of the game takes place – Player interacts with objects and characters – Connected with other scenes by exits • Cutscenes – Slideshows – Videoscene 12
  • 13. • Main character – Player controlled character – Define animations (standing, walking, talking…) 13
  • 14. • NPC – non-player characters – Any character that is not controlled by player – Same animations as for main character • Game items – Actions (examine, grab, use, use with, drag to) 14
  • 15. • Conversations – Interactions with characters – Action -> talk to – Elements of conversations: • Start • Dialog • Options • Links between dialogs • End 15
  • 16. Advanced features • Global states • Timers • Macros 16