Dr. Bill Williamson | Professor of Technical Communication | SVSU

RPW 350 Information Architecture in PTW

Project / Game 1 Prototype (G1P)

The Game 1 Prototype (G1P) project requires you to design and produce a prototype of a card/board game based on simple game concepts that already exist. The G1P project is challenging because it requires you to reimagine something familiar to bring a fresh design perspective to it, and then to create the physical components necessary to facilitate play.

Project Objectives

Submission Checklist

This project requires submission of 2 versions: V1.0 & V2.0. All files are submitted to an Game1Prototype folder in your shared course space on Dropbox.com.

The Version 1.0 submission includes the following documents:

The Version 2.0 submission includes the document set from the V1.0 submission and the following documents:

Project Details

Document type: memo, game prototype
Document length: 250 words (memo), see below (prototype)
Project value: 500 points (100 points for V1.0; 400 points for the final)
Evaluation rubric: _RPW350_Eval_Game1Prototype.pdf

The G1P requires you to construct a functioning prototype for a tabletop game (i.e., card game, board game). Your game must be built on the foundation of one or more simple, existing games, such as Tic Tac Toe, Rock Paper Scissor, or Blackjack. You may combine elements of multiple games, transform a game from one context to another (e.g., card to board), or add new elements to the game. Whatever alterations you make must reimagine the game, and must result in the construction of the physical components necessary to learn and play the game.

Although I do not specifically require you to work in teams to complete this project, I strongly recommend that you do so. Because this project links to 2 others (i.e., the other projects identified in the Game 1 set), there are many things to manage in a relatively brief timeframe.

The G1P project requires planning and execution through three phases.

Develop a Working Prototype of a Game

This is self explanatory, even if the process itself is somewhat complex. Think about this as a series of design cycles, each of which is likely to include all of the following moments: generate ideas - develop game components - play test - assess design & refine ideas - revise game components.

The game you reimagine should include the following design and content elements.

A note on the word prototype in this context. For the purpose of this project, interpret prototype to mean complete and playable, but perhaps not market ready. The follow-up project (i.e., the Game 2 Prototype) will be more refined. The primary purpose of this project is to create proof of concept for game design and information architecture.

Playtest Your Prototype

The course calendar dedicates a full week of class time to conducting playability studies of your V1.0 prototype. Your goal is to test the game with 4 different groups, at least one of which must rely on participants who are not enrolled in this course. This can also be enacted as a ratio: 25% of your partipants must be drawn from outside the class roster.

The total number of participants should be determined by the number of players your game is designed to accommodate.

Refine Your Prototype

Use the feedback you acquire through play testing and your own evolving insights to refine the design of your prototype. Although your final submission need not be ready for market release, it should represent your best design strategies and the most refined versions of game components that you can manage during the project period.

Notes On Submitting Your Prototype

You have 2 choices for submitting your prototype. Select the option that most effectively displays the work you have completed. Regardless of which way you submit, include photos of the game set up at the beginning of play and of a game in progress.

Design Your Instructional Document(s)

Whatever medium or media you choose for distribution, your game play documentation should include the following design and content elements.

Design Your Memos of Transmittal

A memo of transmittal introduces the accompanying document to its audience(s). Your memos should be addressed from you to me, and should introduce the accompanying project. Each memo should incorporate the following content elements.

Project Strategies

Recommended tool(s): Adobe InDesign, Illustrator, Photoshop or their open-source equivalents for design elements, Techsmith Camtasia (or equivalent) for video elements.

This section offers guidance for how to interpret the project and how to proceed with your work on it. Consider the following strategies.

Think Like a Designer

Think about how to build a useful, effective game that will engage players. Draw on the strategic knowledge you have acquired and honed this semester for thinking about how people experience design to develop a quality game play experience.

Learn from Similar / Relevant Designs

Learn from other designs. Play similar games. Play different games. Draw inspiration from others' successes. Avoid others' failures. Challenge your thinking through consideration of other designs. Challenge others' thinking through the construction of your own game.

Listen to Others

One of the greatest mistakes designers can make is to get trapped in their own vision for a project. As you talk about your project with peers and play testers, open yourself to advice, to questions, to input from others about how to craft, refine, and revise your game.

Hints and Tips for Success

This section is designed to help you anticipate and avoid problems as you work on this project. Therefore, as you work, consider the following hints and tips.

Practice Economy In Your Writing of the G1P Content

Remember that communication in professional and technical contexts values highly the ability to write and speak with economy, directness, and professionalism. Another way of saying this is to make every word count.

Emphasize Specific, Concrete, and Significant Details

Details matter in effective information design. Be as specific and concrete as you can throughout as you write and design your content.

Attend to Small Details in Your Own Work

Focus on the little and big details. Proofread your project content carefully. Hold your work to a high standard so it reflects the best work you can achieve.

Maintain Professional Standards in Your Design Work

Continue to examine games and game components in multiple formats and media for delivery during the project. Learn from those designs, and apply what you can from them into your own work. Pay particular attention to the standards those designs establish and maintain for layout, for editorial quality, for playability. When you see examples of designs that could be improved, apply that awareness as you build and refine your prototype.

Test Your Prototype Continuously

Once you have begun to construct your prototype, review all components for quality and consistency of writing and design, and continue to play your evolving game as often as you are able, especially after you make refinements to the design. Tweak as you work.

I also recommend that you compare designs, decisions, strategic thinking, playability study plans, and anything else relevant to your work on this project with others. Peers in the class understand what you are trying to accomplish, and can assist with refining your approach and execution. People outside of the class can offer fresh perspective on your design thinking that you might lose sight of because you are deeply immersed in professional examination of designs like these. Sharing your work and seeking feedback, even in small ways or regarding very specific details, is often a useful venture in a variety of ways. It is also a good professional habit to develop.

Submission Guidelines

Read and attend carefully to these submission guidelines. Failure to do so may result in delays in receiving feedback on the draft of your project, or in points lost on the final evaluation of your project.

Create a Project Folder

Create a project folder inside your shared class folder on Dropbox.com. Remember, I can only view files that you place inside the shared folder. Until you place files in that space, you have not in practice submitted them.

Name the folder G1P.

Post Your Version 1.0 Submission

Make sure the files listed below are available to me in the project folder by the V1.0 deadline. Model your filenames on the listed examples:

Note. Do not share the individual files with me. By placing them in your project folder, you have already shared them by default.

Post Your Version 2.0 Submission

Make sure the files required for the V1.0 submission are available to me as well as those listed below. Place all files in the project folder by the submission deadline. Model your filenames on the listed examples:

Note. Do not share the individual files with me. By placing them in your project folder, you have already shared them by default.

Evaluation Standards

This section describes the standards by which your draft and final submissions will be evaluated.

Evaluating Your Version 1.0 Submission

There are 50 possible points for this project stage. You will earn points according to the following standard.

Evaluating Your Final Submission

There are 400 possible points for the final submission. You will earn points according to the standard described on the policies page (40% content development, 20% design execution, and 20% professionalism & attention to detail, and 20% impact of revision; see Policies). The specific areas of emphasis for this project are drawn from the description and discussion of the project, and are detailed in the evaluation rubric (_RPW350_Eval_Game1Prototype.pdf).

Remember that I will only post the point values for projects on the Grades page in SVSU Canvas. I will post the details relevant to that evaluation in your class folder in a project-specific file.

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