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LEVEL UP!
GAME DESIGN
PROGRAMS IN
LIBRARIES
SCOTT NICHOLSON
SYRACUSE UNIVERSITY
SCHOOL OF INFORMATION STUDIES
LEVEL UP!
GAME DESIGN
PROGRAMS IN
LIBRARIES
SCOTT NICHOLSON (@SNICHOLSON)
WILFRID LAURIER UNIVERSITY – BRANTFORD, ONTARIO
PROFESSOR, GAME DESIGN & DEVELOPMENT
DIRECTOR, BRANTFORD GAMES NETWORK & BGNLAB
FIRST, A STORY…
NOT SOMETHING NEW
Charlotte Mecklenburg
OVERVIEW
• Why Game Creation?
• Digital Game Creation
• Analog Game Creation
• Partnering with Schools
• Introducing the Community
• Mini Game Jam
WHY GAME DESIGN?
• Theoretical Background: Constructionism
(Seymour Papert)
• Comes from Constructivism
• Constructivism: Learners create their own
knowledge
• Constructionism: New ideas developed when
an external artifact is created and shared
• Benefit: Long-term retention
WHY GAME DESIGN?
• Design is an active and creative process
• Authentic and situated learning of:
• Technical writing and Programming
• Creative writing and Storytelling
• Mathematics and Economics
• Psychology – Motivation and Building Empathy
• Procedural and Reflective Thinking
• The Scientific Process and User Experience Design
• Artistic and Sound Design
• Design is addictive!
WHY IN LIBRARIES?
• All the benefits of playing games
• Bring in people, engage them with each other and
library resources/staff
• Artifacts of Creativity
• Motivation to learn and explore
• Diverse groups engaging deeply
• Literacy (digital, traditional, gaming)
Let’s Play!
Get into groups of three.
Two of you play Tic-Tac-Toe
while the other observes.
How do you play Tic-Tac-Toe?
- What is the playfield and components?
(If this were a board game, what would
the pieces be?)
- What are the goals?
- What are the rules?
Time to Jam!
TIC
TAC
THREE!
Develop
Test
Revise
Repeat
Time to Play!
Find another group and teach them how to
play.
Play each other’s designs.
Reflect upon
- The similarities
- The differences
- Choices made
Decide which you would risk $10,000 to
produce and discuss. Consider the user!
STRUCTURE FOR GAME DESIGN PROGRAMS
• Overall Concept
• Outcome – How will the game affect the players?
• Can be set by you or have groups determine and then
vetted
• Constraints
• Time for Creation
• Format/Materials
• Time for Play & Complexity
• Additional constraints (theme, mechanism)
• “May not be” constraints (no asking questions)
• Prevents reuse of prior games
ORGANIZATION
• Groups or Solo?
• Different time formats
• One session
• Intensive (Global Game Jam)
• Over months
• Importance of playtesting!
• Emphasize gameplay over look
• Demonstrations
DIGITAL GAME CREATION
• Game creation toolkits
• Scratch – MIT, designed for 8-16
• Gamemaker, - Yoyo games, Older
• Sploder – Web-based, basic
• Twine – Text-based interactive fiction
• Xbox - Kodu
• Xbox One – Project Spark
• PS - Little Big Planet, Level creation tools
Dr. Scott Nicholson. Level up! game design programs in libraries, abqla2015
Dr. Scott Nicholson. Level up! game design programs in libraries, abqla2015
Dr. Scott Nicholson. Level up! game design programs in libraries, abqla2015
Dr. Scott Nicholson. Level up! game design programs in libraries, abqla2015
DIGITAL GAME CREATION
• Consider game experience for player
• How will player be changed?
• Storyboard first – what will happen?
• Game Design Document
• Playtest by others is critical (observed interaction
without direction)
Dr. Scott Nicholson. Level up! game design programs in libraries, abqla2015
CHALLENGES IN DIGITAL
• Schmups and Platformers
• Don’t drop rocks on player’s heads
• Computers needed
• Focus too early on graphics and sound
• Loss of connection between desired outcome and
gameplay
• Paper prototypes -> Develop game mechanisms
first
• Focus on one level before moving on
• Something playable is important
ANALOG GAME CREATION
• Board and card games
• “Paper Prototypes”
• Paper, posterboard, index cards, Playing cards, dice, chips,
cubes, card sleeves
• Educational supply store
• Storytelling games
• Scavenger or Puzzle hunts
• ARGs (Reality is Broken)
CHALLENGES IN BOARD GAMES
• Tend to be Roll and move or Abstract strategy
• Many other mechanisms out there: Auctions,
trading, cooperative, wagering, pick-up and deliver,
set collection, investment, area control/voting
• 1 die = random, 2 dice = probability
• Alternates to roll-and-move: Cards from hand, fixed
number of spaces
• Player’s actions representative of theme
WORKING WITH SCHOOLS
• Game creation as pedagogical tool
• Used after students learn a topic
• Focus on finding the game in the topic
• Player experience should come out of topic, not
mechanisms of the game
• Teacher involved in the planning process with
student groups
INVOLVING THE COMMUNITY
• Open house to demonstrate games
• Invite press, local game stores, students from
gaming programs
• Bring in speaker from gaming industry
• Career paths in programming, art, music, writing, math
and physics
• Engage with larger events
• International Games Day @ Your Library (Nov. 21, 2015)
• Tabletop Day (Mid-April)
• Global Game Jam
CONCLUSIONS & QUESTIONS
HTTP://SCOTTNICHOLSON.COM
HTTP://BECAUSEPLAYMATTERS.COM
TWITTER: @SNICHOLSON

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Dr. Scott Nicholson. Level up! game design programs in libraries, abqla2015

  • 1. LEVEL UP! GAME DESIGN PROGRAMS IN LIBRARIES SCOTT NICHOLSON SYRACUSE UNIVERSITY SCHOOL OF INFORMATION STUDIES
  • 2. LEVEL UP! GAME DESIGN PROGRAMS IN LIBRARIES SCOTT NICHOLSON (@SNICHOLSON) WILFRID LAURIER UNIVERSITY – BRANTFORD, ONTARIO PROFESSOR, GAME DESIGN & DEVELOPMENT DIRECTOR, BRANTFORD GAMES NETWORK & BGNLAB
  • 5. OVERVIEW • Why Game Creation? • Digital Game Creation • Analog Game Creation • Partnering with Schools • Introducing the Community • Mini Game Jam
  • 6. WHY GAME DESIGN? • Theoretical Background: Constructionism (Seymour Papert) • Comes from Constructivism • Constructivism: Learners create their own knowledge • Constructionism: New ideas developed when an external artifact is created and shared • Benefit: Long-term retention
  • 7. WHY GAME DESIGN? • Design is an active and creative process • Authentic and situated learning of: • Technical writing and Programming • Creative writing and Storytelling • Mathematics and Economics • Psychology – Motivation and Building Empathy • Procedural and Reflective Thinking • The Scientific Process and User Experience Design • Artistic and Sound Design • Design is addictive!
  • 8. WHY IN LIBRARIES? • All the benefits of playing games • Bring in people, engage them with each other and library resources/staff • Artifacts of Creativity • Motivation to learn and explore • Diverse groups engaging deeply • Literacy (digital, traditional, gaming)
  • 9. Let’s Play! Get into groups of three. Two of you play Tic-Tac-Toe while the other observes.
  • 10. How do you play Tic-Tac-Toe? - What is the playfield and components? (If this were a board game, what would the pieces be?) - What are the goals? - What are the rules?
  • 12. Time to Play! Find another group and teach them how to play. Play each other’s designs. Reflect upon - The similarities - The differences - Choices made Decide which you would risk $10,000 to produce and discuss. Consider the user!
  • 13. STRUCTURE FOR GAME DESIGN PROGRAMS • Overall Concept • Outcome – How will the game affect the players? • Can be set by you or have groups determine and then vetted • Constraints • Time for Creation • Format/Materials • Time for Play & Complexity • Additional constraints (theme, mechanism) • “May not be” constraints (no asking questions) • Prevents reuse of prior games
  • 14. ORGANIZATION • Groups or Solo? • Different time formats • One session • Intensive (Global Game Jam) • Over months • Importance of playtesting! • Emphasize gameplay over look • Demonstrations
  • 15. DIGITAL GAME CREATION • Game creation toolkits • Scratch – MIT, designed for 8-16 • Gamemaker, - Yoyo games, Older • Sploder – Web-based, basic • Twine – Text-based interactive fiction • Xbox - Kodu • Xbox One – Project Spark • PS - Little Big Planet, Level creation tools
  • 20. DIGITAL GAME CREATION • Consider game experience for player • How will player be changed? • Storyboard first – what will happen? • Game Design Document • Playtest by others is critical (observed interaction without direction)
  • 22. CHALLENGES IN DIGITAL • Schmups and Platformers • Don’t drop rocks on player’s heads • Computers needed • Focus too early on graphics and sound • Loss of connection between desired outcome and gameplay • Paper prototypes -> Develop game mechanisms first • Focus on one level before moving on • Something playable is important
  • 23. ANALOG GAME CREATION • Board and card games • “Paper Prototypes” • Paper, posterboard, index cards, Playing cards, dice, chips, cubes, card sleeves • Educational supply store • Storytelling games • Scavenger or Puzzle hunts • ARGs (Reality is Broken)
  • 24. CHALLENGES IN BOARD GAMES • Tend to be Roll and move or Abstract strategy • Many other mechanisms out there: Auctions, trading, cooperative, wagering, pick-up and deliver, set collection, investment, area control/voting • 1 die = random, 2 dice = probability • Alternates to roll-and-move: Cards from hand, fixed number of spaces • Player’s actions representative of theme
  • 25. WORKING WITH SCHOOLS • Game creation as pedagogical tool • Used after students learn a topic • Focus on finding the game in the topic • Player experience should come out of topic, not mechanisms of the game • Teacher involved in the planning process with student groups
  • 26. INVOLVING THE COMMUNITY • Open house to demonstrate games • Invite press, local game stores, students from gaming programs • Bring in speaker from gaming industry • Career paths in programming, art, music, writing, math and physics • Engage with larger events • International Games Day @ Your Library (Nov. 21, 2015) • Tabletop Day (Mid-April) • Global Game Jam