Reference no: EM132689334
COMP9752 Computer Game Development - Flinders University
SERIOUS GAME PrOTOTYPE
This assignment is intended ONLY for those students enrolled in the COMP9752 topic. For this assignment you will be asked to complete two separate pieces of work. The first is a colloquium on contemporary usage of games for non-entertainment purposes, i.e. serious games. The second part is to develop a prototype of a serious game of your own design.
COLLOQUIUM
You must select a domain of serious game use and research the current products, developments and research taking place within this domain. You should document this research in an anotated bibliography which provides a survey of the field. The bibliography should include at least 10 journal or peer-reviewed conference articles cited. These notes would then be used to aid your colloquium discussion.
A colloquium can be defined as an "academic meeting at which specialists deliver addresses on a topic or on related topics and then answer questions relating to them" Merriam-Webster Dictionary. This type of discussion and defence lends itself well to an assessment structure, where conversation, explanation and clarification can be sought in the same session. By adopting this approach I am able to assess your knowledge of the concepts covered in lectures as well as assist in the retrieval of that information from you - if I see that you have an understanding but can't quite express what I am after I can ask probing questions to try and help you convey the point you are trying to make. If we compare this to an essay or other type of written submission then you are really only given one opportunity to address the question or problem and there is limited scope for further clarification from you.
ASSESSMENT
The assignment is to be done individually.
This part of the assignment is worth 10% of the overall mark for this topic and will consist of a maximum discussion of up to 7 minutes. You should present your arguments in terms of refereed, published claims of other researchers and use supporting evidence to justify your approach to a serious game in your chosen area.
You will be assessed on how well you discuss your chosen focus and the strength of your arguments and understanding of the concepts that define a game for a serious context.
PrOTOTYPE
With an understanding of what a serious game is you are asked to create a prototype of a serious game that reflects the areas that you have researched in the previous task. You should develop a piece of work that describes the features of your serious game and the gameplay involved. The work should allow an interested party to visualise or get a feel for what a completed game may look like.
ASSESSMENT
The assignment is to be done individually.
This part of the assignment is worth 10% of the overall mark for this topic and will consist of a high concept document (see below for a description) as well as a prototype of the game. The prototype can be a paper prototype, where you describe the interface, gameplay, story and serious components - this may be just mocked up screen shots with appropriate mark up comments. You may choose to develop a prototype using a game engine - you are free to choose any game engine for this purpose. This will allow you to demonstrate the game modes and other interactions associated with your game. Whatever prototype form you choose you must be able to describe your game concept to your audience and allow them to get an appreciation for the way your game delivers its knowledge transfer content.
THE ONE-SHEET or High CONCEPT DOCUMENT
The one-sheet should be a simple overview of your game and is intended for a range of audiences: developers, team members, artists, publishers, . . . Given this scope of audience you need to keep the document interesting, informative and most importantly short.
GENERAL GUIDELINES AND RATIONALE
The One-sheet should be a single A4 page that you are free to design in your own way but it must convey the following content about your game:
» Game title
» Target age of players
» Learning outcomes or serious goals - What is the "serious" component of your game. What skill/knowledge/changes are you asking the player to develop? What are the learning feedback structures that you will implement? If not feedback how will the player determine their progress? Is the learning goal and material going to be hidden from the player?
» A summary of the game's story, focusing on game-play
» Distinct modes of game-play
» Unique selling points - are the bullet points found on the back of a game box. Ideally, you will have around five points. Unique selling points should be features that make your game stand out.
» Competitive products - are games that are similar to your game design idea that have already been released. This will help your reader understand the style, genre and theme your game fits within.
This is intended to sell your game and provide you with a starting document that everyone is able to draw inspiration from. A typical submission could be simply a dot point list covering the items above, however a creative approach could include concept art, images and text based on the theme of the intended game.
Attachment:- Computer Game Development.rar