game speak for instructional designers game tech2013-fin
DESCRIPTION
Instructional designers are not typically trained in a game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are some similar concepts, there is one glaring difference – simulations are 3 dimensional environments. It is this element that instructional designers do not have any experience. Creating a flash animation in an elearning course is not the same as creating a 3 dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones. Game Designers tend to freak out when instructional designers want to include terminal and enabling objectives. Both instructional and game designers use a process to develop media. Each process has merits and disadvantages. Instructional design/game design terminology is a significant obstacle to successful game/simulation development. In some instances, the Instructional designer and the game designer are talking about similar concepts. There needs to be a discussion that focuses on working together to produce a serious game/simulation. This product must deliver training content as well as incorporate game design principles to make the serious game/simulation engaging.TRANSCRIPT
Game Speak for Instructional DesignersDr. Marie BroylesOak Grove Technologies
Game Speak for Instructional Designers
Instructional Designers
Game Designers
vs.
Concept Preproduction Prototype Production Alpha Beta Gold Post Production
Instructional Design
Processes
Game Design
Analysis Design Development Implement Evaluation
Game Design
Production
Game development goes into full production.
Game Design Document
Alpha Version
Outputs
Concept
Team develops the game idea and ends when a decision is made to begin planning for the project.
High Concept Document Concept
Document (Documents – High Concept
Design Document,
Concept Design Document)
PowerPoint – High Concept Pitch
Outputs
Prototype
Team makes a paper-based game. This is used to test game idea.A game digital prototype is made tests look and feel..
Paper-based Prototype
Digital PrototypeArt Style GuideGame Design
DocumentTechnical Design
DocumentStoryboard
Outputs
Preproduction
Team works on the game proposal and pre-production planning.
Game ProposalPreproduction
PlanArt Style Guide
Production Plan. Game Design Document
started Technical Design Document
started
Outputs
Game DesignGame Design
Post-Production
Reviews what was eliminated due to constraints. Review
Outputs
AlphaGame is playable from beginning to end and has some gaps & missing assets. Engine & user interface complete.
Bug ListsBeta Version
Outputs
Gold
The game has been tested and found to be good to go manufacturing. Sr. Managers review the game and agree.
Game Released
Outputs
BetaA Beta release is for consumer testing. Beta Release Testing is either open or closed. Closed (open to fan-base and Open (anyone can sign up),
Bug ListGold Version
Outputs
PatchesRelease
Upgrades
Instructional Design
Implement
Deploy the training and/or courseware.
Train-the-TrainerTraining Plan
Outputs
Analyze
Identify knowledge/skills/attitudes need to be learned.Target audience
Knowledge/skills/attitude Gap
AnalysisTarget Audience
Outputs
Develop
Team develops all the instructional materials .
Instructional MaterialsElearning
CourseCBT
SimulationSerious Game
Pilot Test
Outputs
Design
Identify terminal & enabling objectives, identify learning activities, delivery method, testing, etc.
Production plan. Instructional
Design Document
Storyboards
Outputs
Evaluation
Formative/Summative evaluation)– learner feedback, performance outcomes & make recommendations for improvements.
Training Evaluation
Reports
Outputs
Concept Preproduction Prototype Production Alpha Beta Gold Post Production
Instructional Design
Common Elements
Game Design
Analysis Design Development Implement Evaluation
Game• Engagement
(gameplay/interactivity)• Bounded by rules or sets
of rules• Challenges• Goals, objectives, conflict,
and competition• Storytelling and narrative• Outcomes and feedback
Serious Games• Purpose other than
entertainment• Uses game technology
and game design• Presented as
significant/realistic personal challenge
• Seeks sensory or physical authenticity; requiring a suspension of disbelief
• Fun, process oriented, skills based
Simulations• Always explicit; real world
('authentic') significance, presented as realistic challenge
• More intellectual than physical; even social realism, but rarely time critical; 'intellectual authenticity'
• Outcome, product oriented; creating a product for future use
Games
Game World
Documentation
GameDesign
Document
ModernWarfare
InstructionalDesign
Document
ModernWarfare
Game Design• Graphic Base• Player
Interaction• Animations• Audio
Instructional Design
• Text Base• Specifies
Graphic• Course Structure• Methods of
Instruction
Storyboards
Game Design• Graphic Base• Player
Interaction• Animations• Audio
Instructional Design
• Text Base• Specifies
Graphic• Describes
Animation• Audio
Characters
Concept
Modeling
Polys
Material/ “Skin”
“Rigging”
Character with Material Applied
Level Map
Blocking In
Level Map
Level Blocked In
Scenario MissionTask
Conditions
Game Packet
Scenario
Your platoon is defending key terrain in the southern part of the platoon area of responsibility. Enemy contact is expected at 1500 hours. At 1200 hours your platoon sergeant gave the order to position your team’s assets to cover the enemy’s likely avenue of approach.
Did your team prepare individual and crew-served weapons positions to allow for accurate fire to be placed on the enemy with the least possible exposure and maximum protection from return fire? It is now 1500 hours; your success in this situation depends on your ability to place accurate fire upon the enemy with the least possible exposure to return fire.
Mission
You are a member of a platoon that has been ordered to establish a defensive perimeter for a logistics base in an urban area in the southern part of the platoon area of responsibility. You will provide security for this logistics base for five days. Enemy contact is probable.
Task• Prepare positions
for individual and crew-served weapons during MOUT.
Conditions• As a firer or crew
member of a crew-served weapon, given a firing position within a building, sector of fire, and material to reinforce the position.
Standards• Prepare positions
for individual and crew-served weapons during MOUT. Prepared the position to allow accurate fire to be placed on the enemy with the given sector of fire, with the least possible exposure and maximum protection from return fire.
Task Conditions StandardsThe task for this mission is to prepare positions for individual and crew-served weapons during MOUT. The conditions and standards for this task are listed here.
Task Conditions Standards
Game Speak for Instructional Designers
Dr. Marie BroylesOak Grove [email protected] You