Overview | Instructional Objective | Learners | Context | Scope | Object of Game | Design Details Competing Products | Motivational Issues | Design Process | References
OverviewHere's where you'll convey the vision. Briefly describe the type of game or simulation, its contents and special features. Use this to hook the reader and to foreshadow the rest of the document. This section should be interesting and pithy.
Instructional ObjectiveWhat will the learners learn from this game (or more likely, what learning objectives are being reinforced by this game)? If it's for school use, where does it fit into the curriculum? (You can find links to curricular frameworks here).
LearnersWho is the game designed for? Describe them in terms of their age, grade level, affinity towards the subject matter, and anything special about them that the reader should know.
Context of UseWhere would your game be used? At home? At school? In a training facility? If in a school, what accomodations would you need to make to do it in a typical classroom? Is it designed to be played more than once? What would happen prior to the game? What would happen after it? Would it be used within a formal instructional setting or informally elsewhere? Would it be used by individuals or groups? Could it be used in a one-computer classroom by a group? Is it internet-savvy? Multiplayer? Is the game designed to be replayed multiple times? How long would a single playing of the game take? What platform(s) will it be developed for?
ScopeHow big will this game be? About how much time will it take to play? What content is specifically included? Excluded? For an adventure game, tell how many "rooms" and objects there will be. For a quiz game, how many questions and categories. For a branching story, how many screens and how many main branches.
Object of the GameWhat's the game goal? What's the end state that players are striving for (e.g., to be the first to reach the Finish square, or to be the first to reach 100 points.)
Design DetailsThis is the heart of the document. It will serve as a blueprint for those who actually develop the game. The more specific you can be here, the less backtracking and expensive confusion there will be later. Universal Elements Describe and provide illustrations of the overall look and feel of the game. What style of graphics and sounds will be used? Cartoonish? Photorealistic? Wacky? Business-like? Colorful? Muted? Specific Elements The specifics from this point on will vary depending on the format of game that you're using. For adventure games, provide:
For branching stories, provide:
For quiz games, provide:
For arcade games, provide:
For simulations, provide:
Technical Elements Describe the:
Competing ProductsWhat's out there that covers the same content as this game? How is your game similar to others? How is it different and better? (You can check Downloads.com for shareware and freeware competitors, the Games Domain search engine for commercial products, and the Educational Resources catalog for school-oriented titles.
Motivational IssuesDescribe how the game engages the learner. How does it make use of curiosity, challenge, control, fantasy, competition, cooperation, etc.? (No one game will do all of these things, so focus on the particular strengths of this particular game.) Make specific reference to the theoretical readings associated with this course.
Design ProcessDescribe the process you went through in putting the game together. What were your first thoughts? How did you enhance your ideas? What ideas did you consider and reject (and why?). How did you gather background information? What did you do to see if there are similar games out there? What did you do to get feedback on the idea? How did you flesh out the game to the point of having a playable prototype? How did you gather feedback from that? What lessons did you learn from this that you'll carry to your next game design project?
ReferencesWhat did you look at to inform your design of the game? Books & Journals
Electronic
Last updated December xx, 2002 |