CNETID1 CNETID2 Full Game Design



The purpose of this exercise is to complete the design of your game. You do not need to have a "perfect" game. The focus of this iteration is to integrate human factors into your design and to carve out the subset of the project that you will implement for this course. You will do these in very separate steps.

You need to design with a UDL (Universal Design for Learning) perspective - that is, you need to think of a wide variety of users, not just one, and integrate aspects that speak to that user in a way that enhances, or at least does not detract, for everyone else. Once again, the purpose of this is to describe in such a way that I can see that you have put substantial thought, converted those thoughts into design decisions, and be able to articulate those design decisions in a way that conveys your understanding of them. Most answers, especially those in the middle, should be several paragraphs, not just a few sentences.

Name your pdf file FullGameDesign.pdf. Place in your design directory of your repository.

First begin with your prior submission - make any revisions that you or I feel are warranted based on what you learned from last time. Then add sections that specifically address human factors.

Explain how you took into account the limitations in skills of the user to influence your game design.

Explain how you designed for students of various backgrounds. What cultural elements did you remove because they are "mainstream" culture that may alienate some students? What elements did you add to make students of different backgrounds relate to the game more? (Note: I will not accept the argument that your game is culturally agnostic. We all live in a culture, and you need to put in the work to identify what cultural elements you have included)

At the end of the document, pivot to presenting what you will implement by the end of the quarter. This must include at least three "levels" of your game. One needs to be an introductory level. Two others need to be fairly consecutive more advanced levels that show the progression of difficulty between two adjacent levels. You also must use the Java game engine unless you have prior permission to do otherwise. The projects implemented in other technologies were by and large simplistic last year, so I am very unlikely to allow Unity.

Minimum Viable Product:
Propose what you will implement by the end of the quarter. What levels will you implement? (describe the three levels and where they fall on your learning trajectory) What will the interface be? Make sure your description is detailed enough so that I can evaluate the challenge for this class. This is our "contract" that, if you implement it in a high-quality way, means you have completed a project sufficient for this course.

Here is an Example MVP description.