diamond age games deck
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about.1team.2advisors.5opportunity.9technology.11market landscape.15sales.16competition.17milestones.19conclusion.20support.21
Our vision is to delight children and adults across the world with world-class video games that help them learn.
We’re building fun, world-class games, with a purpose -- to help people learn.
Like Bungie for Education (makers of Marathon & Halo); the 21st Century
version of The Learning Company (makers of Oregon Trail, Carmen Sandiego). We’re build-
ing the next big game studio; world-class games, with a purpose.
From Mario to Halo, Final Fantasy VII to Mass Eff ect 3, Zelda to Modern Warfare, the gam-
ing industry -- specifi cally console and handheld gaming -- have produced games with
stories that increasingly have jaw-dropping graphics, advanced physics engines, realis-
tic scenery, Hollywood dialogues, and hours of cut scenes. These games weave together
some of the most incredible stories that humanity has ever witnessed.
And yet, as in other areas, education is trailing far behind; the most advanced games in
the app store deal with simple fractions,rudimentary language skills, arithmetics, spelling,
and introductory lessons generally for kids under 10-years-old. There isn’t a place to play
serious, world-class games and also learn college and secondary-level education.
We’re going to change that.
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ABOUT
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1
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TEAM
2
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jennifer arguello
Jennifer was part of the team that shipped the fi rst Xbox Kinect. She’s worked at Product @
Mozilla and has more than 15 years experience in STEM non-profi ts. She’s a SOCCER addict,
maker of a better world, and destroyer of the status quo.
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jon tornetta
3
Penn State honors graduate in biology. Jujitsu
fi ghter and wrestler. Cigar-lover. Co-founded
Penn State Entrepreneurship Group.
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nicholas dyszel
Loves all things programming, piano, and
plants. And math. A winner of CodePSU compe-
tition. Dean’s List. First keyboard in Dirty Rotten
Scoundrels.
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Game designer, blogger, entrepreneur, and
open-source fanboy. Game designer since 2004.
Founder, Zelcon Games. Currently at Adobe.
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xavier sythe
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4
Game designer, blogger, entrepreneur, and
open-source fanboy. Game designer since 2004.
Founder, Zelcon Games. Currently at Adobe.
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david adewumi
David speaks French, Spanish, and Mandarin. He
has traveled in almost every state in the United
States and was an All-American in track and fi eld.
He was born and raised in Happy Valley, Pennsyl-
vania -- home of the Penn State Nittany Lions.
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ADVISORS
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karl kapp
Karl M. Kapp, Ed.D., CFPIM, CIRM, is a professor of instructional technology at Bloomsburg
University in Bloomsburg, PA. Karl teaches graduate level courses including “Learning in 3D”
and “Instructional Game Design” where he teaches students to leverage technology and inter-
active design to promote learning. He is a Co-Principle Investigator on a National Science Foun-
dation (NSF) grant titled “Simulation and Modeling in Technology Education (SMTE).”
Karl has written fi ve books including Learning in 3D and Gadgets, Games and Gizmos for
Learning. His latest book called The Gamifi cation of Learning and Instruction. In the book, Karl
explores the research and theoretical foundations behind eff ective game-based learning. He
examines everything from variable reward schedules to the use of avatars to the use
of games to teach pro-social behaviors.
technology
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sean hood
Sean Hood is an American screenwriter best known for horror (Halloween: Resurrection,
Fear Itself, Masters of Horror), and more recently, action/thrillers (Conan the Barbarian 3D).
Hood teaches screenwriting at USC School of Cinematic Arts, the school from where he
graduated in 1997 with an MFA in production. His student short fi lm, “The Shy and the
Naked” won a grant from the Sloan Foundation for the positive portrayal of science.
Sean was one of the founding members of Filmmakers Alliance and often collaborates
creatively with FA’s president, Jacques Thelemaque. His most recent short fi lm is Melancholy
Baby. And his most recent completed script is Rambo: Last Stand.
storyteller
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per micael nyberg
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Designer at GREE. Develops software/hardware. Worked at Kayac, Thq, Aikona Games,
Auran, Opus Games.
designer
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alice keeler vince mikolay
Alice Keeler is a leader in instructional
technology. A classroom teacher for 14 years
she has everyday experience applying innovative
instructional techniques to a core subject. She
obtained her bachelors in mathematicsand
masters degree in educational media design
and is a Google Certifi ed Teacher.
Co-Founder of Pannl : The Conversation
Network. Started an IT consulting fi rm at 11.
Developed and sold fi rst peer-to-peer. network
(BBS) at 13. Global Strategy & Business
Development; North America Marketing at
Disney. MBA from USoCal.
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educator business
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OPPORTUNITY“Imagine a world in the next few decades, where technology companies spend as much time,
design and engineering talent, money and resources on designing chemistry and algebra
courses as they do on games like Halo and Modern Warfare.” Reed Hastings, CEO Of Netflix said at
Davos In The Desert”, The Education Innovation Summit held at Arizona State.
An issue that comes up repeatedly when considering games and learning is the fact that video
games appear to be deeply motivating to young people in ways in which much of school is not.
So many students in school cannot apply the knowledge they are learning in practice,
even when they can pass verbal paper-and-pencil tests. One reason for this is that stu-
dents very often do not know what the words (and other symbols) in an area like physics
mean at the level of application to real problem solving, rather than just as words they can
define in terms of other words (as in a dictionary).
Don Menn (1993) writes that students can only remember 10 per- cent of what they read;
20 percent of what they hear; 30 percent, if they see visuals related to what they are hear-
ing; 50 percent, if they watch someone model something while explaining it; but almost 90
percent, if they engage in the job themselves, even if only as a simulation.
9Gee, James Paul. “Learning and Games.” The Ecology of Games: Connecting Youth, Games, and Learning. Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 21–40. doi: 10.1162/dmal.9780262693646.021
Many of the best games in history required more than 100 hours of interactive gameplay;
often with gamers beating the game after a long weekend no-sleep session, or day-after-day
of after-school marathons. Imagine a gamer putting that much time and eff ort into their
studies. Diamond Age Games will excite students to that same degree with our gaming
courses relevant to their school curriculum and will follow Common Core standards. It would
be a great additive course to reinforce what they’re learning in the classroom and provide
an opportunity for the “fl ipped model,” where by students are learning at home and working
with teachers in school.
Good game design is also design for good learning, since good games are, at their heart,
learning and problem-solving experiences.
People learn from experiences stored in long-term memory. Since video games are virtual experi-
ences centered on problem solving, they recruit learning and mastery as a form of pleasure.
Video games off er people experiences in a virtual world, and they use learning, problem
solving, and mastery for engagement and pleasure.
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hours typical course for high school students
hours required time of interactive gameplay
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TECHNOLOGY
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First-person, futuristic, 3D, puzzle-platform, adventure game. Built using Unity3D, one of
the most advanced game-engines. Players will use nanotechnology to unlock areas and
progress through the game world. The game will feature principles of philosophy and eco-
nomics. We plan on releasing mobile fi rst (iOS and Android) with Desktop (Mac/Windows/
Linux) soon to follow.
Facade| fä-kad | (noun)
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MARKET LANDSCAPE
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million gamers worldwidexxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
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million students in US secondary schoolsxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
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million iOS devicesxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
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million iPads
+ + + =
$
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SALESSteam for Mac, Linux and Windows distribution; iOS and Android for mobile distribution.
Tablet games for $9.99 and Mac/Windows/Linux games at $19.99.
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downloads per yearxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
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100K 200K 800K6.4M
76.8M
year one year two year three year four year fi ve
COMPETITIONWhat we’re building does not exist yet.
There have been attempts at creating games that are educational; or education that is fun
and “gamified.” The most successful company was “The Learning Company” creators of
games like The Oregon Trail and Reader Rabbit.
The original Oregon Trail game was built in 1972.
Motion Math, MindSnacks, TapToLearn, Manga High and other companies are focused on
language or early childhood education.
There are very few companies who are making world-class games on the level of Nintendo,
Sega, EA, Activision, Bungie, and others.
“Sadly, they may go by the name “games” they usually end up bearing little resemblance
to the games mentioned above (Halo, Zelda, Mario, Final Fantasy) that promote learning of
21st century skills, instead being little more than interactive quizzes. The resemblance to
a game is meaningless when the activity is nothing more than answering multiple-choice
questions and when success is measured solely as the percentage of correct answers
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given expressed as a “score” and presented with a fun animation.”
Diamond Age games is the fi rst of it’s kind aiming to make world-class games that help
students learn advanced, college preparatory and secondary education material.
MIT recently funded a project for $3m to make a Massively Multiplayer Online Role-playing
Game (MMORPG) in mathematics; MMORPGs are the most diffi cult and expensive games
to make in history. We’re starting smaller.
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18Klopfer, Eric; Osterweil, Scot; Salen, Katie. “Moving Learning Games Forward.” With contributions by Jason Haas, Jennifer Groff and Dan Roy. The Education Arcade, Massachusetts Institute of Technology.
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MILESTONES
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Hire Key Roles: Technical Director, Art Director, Screenwriter, and Humanities Teacher.
Begin story writing for second and third games in math and science.
We aim to build a team of individuals on par with the leading game, movie and animation
studios. Many of the top venture capitalists often ask: “How will you hire your 20th employee?”
Our answer: people yearn for meaning; for catharsis and reconciliation. As AAA game studio
fi rms go out of business, there exists an incredibly talented pool of game designers,
programmers, and creators who want to create something meaningful, make a dent in the
universe -- and create insanely great games.
Release Facade and begin development on second game. The fi rst four games
from Diamond Age Games are intended to focus on High School and College Prep level
introductory courses in basic subjects: Maths (Algebra), Sciences (Biology and Chemistry),
and Humanities (History, English and Economics). Diamond Age games aims to put
together a team of individuals on par with the leading games and animated movies.
fall 2012
fall 2013
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CONCLUSIONGood game design is also design for good learning, since good games are, at their heart,
learning and problem-solving experiences.
Video games are good at putting language into the context of dialogue, experience, imag-
es, and actions. They are not textbooks full of words and defi nitions. They allow language
to be situated.
So many students in school cannot apply the knowledge they are learning in practice,
even when they can pass verbal paper-and-pencil tests.
It’s time to look at the world through a diff erent lens.
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let learning start here
“The new Diamond Age Game concept is really exciting. David Adewumi is a remarkable
young man who is committed to the successful launch of this start up.”INDEPENDENT DIRECTOR OF NIKE SINCE 1970. LAW PARTNER AT PORTLAND, OREGON FIRM SINCE 1965. TRUSTEE WILLAMETTE UNIVERSITY. DIRECTOR, RAND CORPORATION.
DIRECTOR OF BUSINESS DEVELOPMENT, NBC SPORTS.
EMPLOYEE #1 AT DROPBOX.
FORMER MANAGER AND COACH U.S. MEN’S WORLD CUP AND OLYMPIC SKI TEAM, 42 WORLD CUP VICTORIES. HAS DEVELOPED A GLOBAL, TELEVISED SKI EVENT: ALPINE ROCKFEST.
“Have simply never met anyone with a more passionate entrepreneurial spirit. Blown
away by David’s ability to rally a large group of colleagues to a specifi c concept and then
execute. Everyone should have his work ethic, vision and passion…”
“David’s one of the best hustler types I know, he’s incredibly passionate about the educa-
tion space, and he has a knack for getting just the right people on board. I’m excited to see
what these guys make!”
“David Adewumi is the rare type of individual which TRULY believes anything is possible! And
they have no limits. Entertainment in every form plays a major role in how we spend our time.
Video games rule the entertainment world of today and constitute a massive amount of focus
and time for our youth. Imagine this including education.... a true paradigm shift.”
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SUPPORT
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doug houser
gary quinn
aston motes
phil mcnichol
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“A single idea from the human mind can build cities. An idea can transform the world and rewrite all the rules...You remember, it’s the chance to buildcathedrals, entire cities, things that never existed. Things that couldn’t exist in the real world.”
Dom Cobb, Inception
“There’s always more to the story than the story...”
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