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SPRING 2012 (DESIGN)                                                                                     FALL 2012 (DEVELOPMENT)


    PROJECT TEAM                              ASSISTANT COACH   PROJECT TEAM                            ASSISTANT COACH
    Jui-Ling (Raye) Chiang (Project Manger)   Eric Russell      Eric Bellefontaine (Programmer)         Jui-Ling (Raye) Chiang
    Matt Guttman (Script Writer)              COACHES           Rebecca Fassola (Illustrator)           COACH
    Philip Pellicore (UI Artist)              Hayley Mayall     Peter Hamlin (Sound Effects/Dialogue)   Wei-Chen Hung
    Greg Remiasz (Programmer)                 Cindy York        Thomas Helms (Programmer)
                                                                Philip Pellicore (UI Artist)
                                                                Johnnie Tran (UI Artist)
                                                                Jim Westerkamp (UI Artist)
Agenda
• Project Overview
   • Game concept & requirements
   • Game technology & development
   • Game structure & story
• Team Contributions
   • Game identity & media assets
   • Sound effects & game programming
• Conclusion
   • Usability findings & future work
   • Demonstration of game’s educational strategies
   • Q&A
Game Concept: Design Stage
 • What is Literacy in Motion: Bunnies in Space?
   • Educational Game
   • Focus on Literacy
   • Physical Interaction
 • Who is it for?
   • N.I.U. Literacy Clinic
   • 4th - 6th graders
 • Project Purpose
   • Introduce or reinforce tier two vocabulary
   • Release energy
   • Avoid competition
Game Design & Development

   Spring, 2012   FALL, 2012
                                       Graphic
                                       Assets




   Design                  User
                                       Testing       Content
  Document               Interface




                                     Programming


                                                     Field Trials
                                                   (STEMfest, AECT)
Game Concept: Design Requirements
• No Shooting
• No Violence
• No Competing
• Consistency of graphics, animations and script
• Spoken Dialogue
• Background music
Kinect Technology & Building Tools
• What is the Kinect?
  • Physical properties
  • Software development kit
  • Interfacing with the game
  • Gesture recognition-connecting to characters


• Game Building Tools:
  • Visual Studios, XNA, C#, .Net Framework
  • 3D Studio Max, Photoshop, Illustrator, Flash
Game Structure & Story
    Video       Game       Video      Game           Video            Video         Game     Video
Introduction   Tutorial   Landing   Collection    Power Source   Cave (Generator)   Puzzle   Ending




                                                 Games
Game Development: Game Identity
• Developed game identity
• Created various digital
  assets
• Created promotional
  print work
Game Development: Scene Drawing
• Collaboration
   • From sketches to digital graphics
Game Development: Characters
• Character Evolution
   • Personality




        Spring 2012     Fall 2012   Present
Game Development: Mini Games
• Creative Solutions
   • Purpose
   • Environment
   • Creatures




           Spring 2012         Present
Sound Effects & Dialogue
• Recorded audio in the field
• Various organic sounds manipulated to achieve
    designated sound
•   Several hours of audio to create 15 short snippets
•   Recorded script in sound-proof booth
•   Mixed and Mastered vocals to match db
•   Eliminated ambient noise
Game User Interface: Game Controls
• User friendly interface
  • In-Game Controls
  • Menu Controls
Game User Interface: Game Tutorial
• 2D Animation
   • The character Animations
   • The grasping hand
   • and others


• 3D Animation
   • Space Ship
   • Asteroids
Game Programming: Game Tutorial & Menu
• Tutorial
   • Ship
   • Asteroids
   • Kinect movements
   • Timing and dialogue
• Menu
  • Creating controls that match other Kinect games
  • Structuring menu for easy additions and removals of components
Game Programming: Collection & Puzzle Games
• Easy to customize and change
• Kinect & player scaling
• Graphics scaling
• Mini game independence
Game Programming: Background Programming
• Code for:
   • Playing videos
   • Kinect controls
   • Audio engine
   • Animations
   • Collision detection
   • AI
   • Splash screens
   • Story progression
Field Trial: STEMfest
• October 20th, 2012 at NIU Convocation Center
• Findings from players
   • Natural interaction
   • Desire to complete the game
   • Attention to game visual representations
   • Word choice (catch vs. collect)
   • Game usability
     • Closure & transition
  • Personalization
     • Characters
     • Objects
     • Scenes
Future Work
• Implementation
   • Literacy clinic, schools
• Support
   • Website
   • Update/prelauncher
• Teacher Resources
   • Pre/Post game worksheets
   • Printable reference materials
   • Online resources
• Research
Demonstration
           Game Educational Strategies:
Use of visual effects, audio prompts, and feedback
Q&A
    650 hours spent on game design…
1,450 hours spent on game development…
Thank You


 Dr. Laurie Elish-Piper
    Dr. Suzi Hinrichs
  Matthew Guttman
Digital Convergence Lab

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Literacy In Motion

  • 1. SPRING 2012 (DESIGN) FALL 2012 (DEVELOPMENT) PROJECT TEAM ASSISTANT COACH PROJECT TEAM ASSISTANT COACH Jui-Ling (Raye) Chiang (Project Manger) Eric Russell Eric Bellefontaine (Programmer) Jui-Ling (Raye) Chiang Matt Guttman (Script Writer) COACHES Rebecca Fassola (Illustrator) COACH Philip Pellicore (UI Artist) Hayley Mayall Peter Hamlin (Sound Effects/Dialogue) Wei-Chen Hung Greg Remiasz (Programmer) Cindy York Thomas Helms (Programmer) Philip Pellicore (UI Artist) Johnnie Tran (UI Artist) Jim Westerkamp (UI Artist)
  • 2. Agenda • Project Overview • Game concept & requirements • Game technology & development • Game structure & story • Team Contributions • Game identity & media assets • Sound effects & game programming • Conclusion • Usability findings & future work • Demonstration of game’s educational strategies • Q&A
  • 3. Game Concept: Design Stage • What is Literacy in Motion: Bunnies in Space? • Educational Game • Focus on Literacy • Physical Interaction • Who is it for? • N.I.U. Literacy Clinic • 4th - 6th graders • Project Purpose • Introduce or reinforce tier two vocabulary • Release energy • Avoid competition
  • 4. Game Design & Development Spring, 2012 FALL, 2012 Graphic Assets Design User Testing Content Document Interface Programming Field Trials (STEMfest, AECT)
  • 5. Game Concept: Design Requirements • No Shooting • No Violence • No Competing • Consistency of graphics, animations and script • Spoken Dialogue • Background music
  • 6. Kinect Technology & Building Tools • What is the Kinect? • Physical properties • Software development kit • Interfacing with the game • Gesture recognition-connecting to characters • Game Building Tools: • Visual Studios, XNA, C#, .Net Framework • 3D Studio Max, Photoshop, Illustrator, Flash
  • 7. Game Structure & Story Video Game Video Game Video Video Game Video Introduction Tutorial Landing Collection Power Source Cave (Generator) Puzzle Ending Games
  • 8. Game Development: Game Identity • Developed game identity • Created various digital assets • Created promotional print work
  • 9. Game Development: Scene Drawing • Collaboration • From sketches to digital graphics
  • 10. Game Development: Characters • Character Evolution • Personality Spring 2012 Fall 2012 Present
  • 11. Game Development: Mini Games • Creative Solutions • Purpose • Environment • Creatures Spring 2012 Present
  • 12. Sound Effects & Dialogue • Recorded audio in the field • Various organic sounds manipulated to achieve designated sound • Several hours of audio to create 15 short snippets • Recorded script in sound-proof booth • Mixed and Mastered vocals to match db • Eliminated ambient noise
  • 13. Game User Interface: Game Controls • User friendly interface • In-Game Controls • Menu Controls
  • 14. Game User Interface: Game Tutorial • 2D Animation • The character Animations • The grasping hand • and others • 3D Animation • Space Ship • Asteroids
  • 15. Game Programming: Game Tutorial & Menu • Tutorial • Ship • Asteroids • Kinect movements • Timing and dialogue • Menu • Creating controls that match other Kinect games • Structuring menu for easy additions and removals of components
  • 16. Game Programming: Collection & Puzzle Games • Easy to customize and change • Kinect & player scaling • Graphics scaling • Mini game independence
  • 17. Game Programming: Background Programming • Code for: • Playing videos • Kinect controls • Audio engine • Animations • Collision detection • AI • Splash screens • Story progression
  • 18. Field Trial: STEMfest • October 20th, 2012 at NIU Convocation Center • Findings from players • Natural interaction • Desire to complete the game • Attention to game visual representations • Word choice (catch vs. collect) • Game usability • Closure & transition • Personalization • Characters • Objects • Scenes
  • 19. Future Work • Implementation • Literacy clinic, schools • Support • Website • Update/prelauncher • Teacher Resources • Pre/Post game worksheets • Printable reference materials • Online resources • Research
  • 20. Demonstration Game Educational Strategies: Use of visual effects, audio prompts, and feedback
  • 21. Q&A 650 hours spent on game design… 1,450 hours spent on game development…
  • 22. Thank You Dr. Laurie Elish-Piper Dr. Suzi Hinrichs Matthew Guttman Digital Convergence Lab

Editor's Notes