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Reflecting on the Digital Game Design Process

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As in any creative process, ideas iterate as more pieces of the product puzzle emerge. I brainstormed a big idea (my typical) and then when I began to learn the platform, I knew what I wanted to make wasn't going to be the best option. I wasn't ready. So I iterated on my idea and leaned into what I knew I could learn to create with some perseverance and focus.  The other two gaming platforms (Twine and analog) were more familiar to me in that I love choose your own adventure and I love board games. But because I'm not a huge digital game player, my head for this game design experience was in a more unknown space. In reflection, I would have liked to learn Construct 3 first...exploring function before form. Or at least play with it to see what it can do. That power of play is often a catalyst for me as to what is possible in design. What I did notice was how I was less overwhelmed with the design experience. This being the third game -- I'm finally getting the hang of it...

Equation Architects -- A Math Game

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 Welp...I finally finished. I truly enjoyed this design process.  Here is the final product: Equation Architects  (images below)  Video for Equation Architects

Writing Recipes for Instruction

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Recently, we taught 5th graders how to write a procedure for a science experiment. Writing game felt similar in process, especially in the details.  I found that using a template of some sort (I used  Catan Jr Directions ) was extremely helpful to be as my guide to begin the process of writing instruction. Because my audience is 9-12 year olds (for the most part), Catan Junior layout and organization and explanation helped me wrap my head around what directions could look like for Equation Architects. It takes me a minute to fly from 30,000 in concept development to the details of creating the product. I've created lots of content in my life, but never a game. So this process was challenging for me because being in the details is not always my strong suit.  In writing the instructions for my game, I started with the sequencing of it -- the basics of how to play. I wrote and rewrote those several times, adding and subtracting, refining and iterating. The more I wrote and p...

Reflecting on the Analog Design Process

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I have enjoyed this analog design process. What started as a seed idea has grown and morphed into something  kids could use to lea rn and improve their math skills. What works best for me is time to marinate and iterate.  After processing the feedback from peers and my professor, one issue kept me thinking...the drawing cards seemed random, complicated, and almost frustrating - why not give every player a complete set of numeral cards and a set of operations? Then, the idea of levels began to develop. This helped me think through how to tier the game for different learners. THEN...today, in fact...after looking closely at different instructions (most specifically Catan, Jr) and feedback from my professor, I decided it needs to have a narrative. Nothing that changes the purpose and goal but fills it out more, adding muscle to the skeleton. Instead of three levels with only  easier  to  harder  concepts - they will build something specific - magical, of ...