During this semester you will design and develop an educational computer game
for one of our clients:
A Management Plan is a living document that describes your plans and progress over the course of the project.
This document will reside on your trac page using a prescribed template. This document provides information on the team and links all work products
you produce. In addition it links notes from your weekly meeting, which should at least address the following:
- When and where the meeting took place and who was in attendance (you should explain any absences). Who was scribe for the meeting.
- Postmortem on previous week:
What went right and what went wrong during the week? Did you achieve the goals you had set out? If not, why?
How good were your predictions on how long goals would take to achieve?
What problems did you encounter? What can you do to avoid similar problems in the future?
- Reassessment of goals:
What are the remaining goals for the current phase? What are the major risks and how can
you mitigate those risks? Are remaining goals prioritized, particularly with respect to risk?
Are high priority goals well defined with concrete outcomes that can be achieved in less than 3 hours of work? (If not, you should clarify the goals.) How long will each high priority goal take to
achieve?
- Plan for the week:
Which high priority goals "must" be achieved this week? Which ones "should" be achieved?
Who is responsible for each goal? Are there dependencies between goals; i.e. goal A must be reached before goal B can be started.
Each week you will write a blog entry to update the customer/users on your progress.
Be sure to compose this in appropriate language (avoid technical details and jargon). You should also post any questions you have. (Some questions may not be appropriate
for the blog; e.g. clarification on student aptitude. You should email these questions to the teacher but please cc the instructors as well.)
Finally, each week you will determine the percentage contribution of each team member for each deliverable due that week. You should update the deliverables table
accordingly.
Your management plan will be graded as follows:
- (20 pts) initial set up due at end of day 9/1
- (20 pts) for each weekly update due at the end of the day 9/6, 9/13, and 9/20.
(The 9/20 update should include a post mortem for the entire phase 1.)
The objective of a competitive analysis is to identify competitors to your product and to identify
their strengths and weaknesses. This analysis allows you to identify key design goals for your product.
For this project, you will identify games that target similar objectives/audience to yours then analyze their
effectiveness. Some questions you want to ask about each game are:
-
What is fun about this game? What is not?
- Is the genre/interface/mechanics/difficulty particularly appropriate
to the game's learning objectives? How successful is it in achieving its objectives? Why does it succeed? Why does it fail?
- Does the game appeal to all members of your audience or are there gender/cultural/game-experience
biases?
- How appropriate is the game for classroom use? What technical/logistical requirements are imposed?
Once you complete this study, you will construct
a list of the 5-8 most important design objectives for your game.
Rationalize your choices and discuss their relative importance. Describe how you would assess whether your
game, when completed, meets each of these objectives.
The high concept document should be a 3-5 page pdf that
describes your concept including the following key components:
- High Concept Statement: Working game title, team members, and a 100-200 word description of the game
- Features: Bulleted list of important features (prioritized)
- Competitive summary: Summary of your competitive analysis and positioning of your concept
against this field
- Overview: Player motivation, genre, target customer, hardware platform options, suitability for learning
objective, major risks, unique selling points, design goals, concept art
- Pedagogical strength: What the player will learn, why the game will be effective
- Other: Info you think is important
Here is an example high concept for the game Death Wish.
You can find others on the web by googling "High Concept Document." Note: These samples are not focused on educational
games; it is important that you address the suitability of your concept for the learning objective.
We urge you to spend some time exploring game concepts before settling on one. For guidance we suggest
you read about the Experimental
Gameplay Project at CMU's Entertainment Technology Center.
The customer requirements elicitation process involves preparation, a meeting with the clients, and a follow up report.
The objective is the identify, clarify, and prioritize the customers' requirement.
In preparation for this meeting you will prepare:
- A 3-5 slide presentation of your concept.
- A list of open-ended questions about the educational goals, classroom environment, student capabilities and interests,
how the game will fit into the curriculum, etc. The point of these questions is to reveal requirements that you have not
forseen.
- A list of requirements you've determined ahead of time (e.g.
your prioritized design objectives from the competitive analysis) and
any questions you need to
clarify/validate them.
The ~30 minute meeting with the clients should be formatted as follows.
-
Briefly introduce yourselves and the agenda
-
Give your concept presentation
-
Engage the customers in a discussion of their needs starting with your open-ended questions.
-
Follow up on interesting points
raised in the open-ended questions, pose your questions on previously identified requirements, and discuss priorities.
-
Present a summary of the key messages you have gotten and give them the opportunity to confirm or correct your impressions.
-
Thank them for their participation.
Team roles:
- Moderator: Leads the meeting, discussions, etc.
- Scribe: Takes notes
- Others:
The moderator and scribe will typically be too busy to actually
think about what is being said in real time.
Other team members should
- Distill long
discussions into punch-lines for the summary.
- Keep track of points
that need further clarification.
- Check off comments that relate
to previously identified requirements, and maintain
a list of requirements that still require validation.
- Watch the clock,
help the moderator keep to the agenda, and
make sure that nothing is missed.
From the detailed minutes
(which should be checked into subversion) the scribe should prepare a summary report that
synthesizes the information gathered. The report should include:
- When and where the session took place and who attended.
- Interesting information gained during the open-ended
information gathering.
- Clear statements of significant new requirements that
were suggested, along with an assessment of how important
each is and why.
- Significant input on previously gathered requirements,
affirming, refuting, changing, and/or prioritizing them.
- Any other useful results gained from the meeting.
It is important that the concept you develop satisfy the customers' needs. It is equally important that the proposed
game be feasible as a semester-long project. To address feasibility you must identify the tools and technologies you
will use to develop the game. The Technology Assessment is the first step in this process.
You will research a range of options from building your game entirely from scratch to
developing a mod of an existing game. In the process you must evaluate whether each approach is suitable for your
game concept and for your teams' knowledge and skills. Finally you will
prioritize the approaches, identifying those that are promising and those that are not.
For those that are promising you will identify the key risks and a plan of how those risks could be
mitigated. Your analysis and conclusions will be documented in an Technological Assessment Report.
Your high concept provides a quick look at your proposed game. Use
cases (and/or storyboards, etc.)
allow you to provide more detail. You should identify all major use
cases for your game and elaborate the ones you deem most important.
Through the uses cases (and optional storyboards) you will describe the
major features you'll support as well as concrete details about gameplay
(at least 10 minutes). Your use cases should identify the underlying
models you'll use (e.g. physical models, scoring, etc.).
You will develop one or more prototypes to satisfy two main goals:
-
Make concrete your vision of the game for the customer (and yourselves)
-
Resolve key risks (primarily technological)
You may achieve these goals with a single prototype or you may choose to create a few smaller prototypes, each
focusing on a specific goal. For each prototype you should provide a brief write up explaining the objectives
of the prototype, instructions for running it, and the lessons you learned from its development.
You will produce an 8-10 page pdf document that describes
- Background and problem (learning objective)
- Requirements analysis (prioritized functional and non-functional)
- Game design
- Development plan (technology and risk assessment)
Note, the proposal should summarize material from previous work products; e.g. tech assessment, customer elicitation report. You should, however,
take this opportunity to correct any defects identified by the grutors when grading these materials.
This proposal will be
evaluated according to this rubric.
You will produce a 2 page pdf document that describes your game for the middle school students. This document is the first opportunity you have to describe
your game to them and you should be sure it is understandable and exciting. The middle school students will provide feedback that you can use to help shape
your game.
3. Grading
This phase of the project is worth a total of 500 points. Rubrics for each work project
are provided here. For each component, the team will assign a percentage to
each team member based on their contributions to the component (the percentages should, of course, add up to 100%). These percentages should be posted
to the deliverables table.
Grades for each team member will be based on a contribution weighted average of earned points for the components.
The resulting score will be normalized based on team size and overall scope of project. It is expected that a team of
size 5 will produce a project with larger scope than a team of size 4! It is your job to choose an appropriate
scope to your project.
Your trac should include deliverables table that includes for each
deliverable its due date, actual submissions date (you should fill this in), total point value,
percentage grade distribution to team members (you should fill this in),
link to a separate
wiki page that documents your progress/process on the deliverable (if needed), and a
link to your actual submission.
Each team is entitled to two late days that can be applied to any phase
1 deadline except those involving in-class scheduled events
(e.g. Customer Elicitation). A late submission that
is not redeemed with late days loses ten percent of its value for
each day missed.