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PROJECT TEAM
Joe Fratini (Computer Science)
Daniel Rogness (Computer Science)
Erin O’Hagan (Time Arts)
Eamon Newman (Instructional Technology)
SPRING 2013 (DEVELOPMENT)
ASSISTANT COACH
Eric Russell
COACH
Jason Underwood
Surviving The Ash: A Game
Agenda
• Background
– The Digital Convergence Lab
– The STEM Teen Read
• Project Overview
• Design and Development
• Future Work and Implementation
• Demonstration
• Questions
Digital Convergence Lab
• Interdisciplinary Partnership
– University Libraries
– Division of Outreach, Engagement, and Information Technology
Services
– Co-Directed by Aline Click and Drew VandeCreek
• Goals
– Community Outreach
– Shared Research and Development
– Experiential Learning
The STEM Teen Read began in 2011 as part of the STEM Outreach
initiative to promote science, technology, engineering, and math. In
2012, we received funding from the Center for P-20 Engagement
and NIU’s Virtual Lab School to create online programming.
Fast Facts
• Partnerships with libraries in DeKalb, Sycamore, Cortland, and
Hinckley
• Regular input from teens, youth librarians, and publishers
• 4 YA books per year
• Face-to-face and online programs
• Author visits at various events throughout the year
Game Concept: Design Stage
• What is Surviving the Ash
– Educational Game
– Focus on STEM
– Multiplayer Virtual Environment
• Who is it for?
– TeenRead
– Middle School – Adult
• Project Purpose
– Immerse players in the world of Ashfall by Mike Mullin
– Reinforce usefulness of STEM
Game Design & Development
Graphic
Assets
Content
Programming
User
Interface
Testing
Field Trials
(Sycamore High School
Sycamore Library)
FALL 2013 SPRING 2013
Design
Document
Game Concept: Design Requirements
• Base game theme and narrative on Ashfall by Mike Mullin
• 3D Virtual World, Multiplayer
• STEM Based Quests
• Multisession
• Integrated with Teen Read
• Interactions with Consequences
Ashfall Technology & Building Tools
• Unity 3D
• Jibe/Smartfox
• Programming Languages
– Javascript, C#
• Game Building Tools:
– 3D Studio Max, Photoshop
Game Structure & Story
Camp Quest
Player
Movement
Latrine
Duty
Water
Pump
Tree
Chop
Town Quest
All is Not
Well
Find a
Cure
Treat
River Quest
Get Across
River
Concept Art and Prototypes
Game Development: Basic Functionality
• Jibe
– Login
– Avatar Creation
– Character Movement
– Chat
• Custom Framework
– Quest System
– Backpack (Inventory)
– NPC Talk
– NPC Behavior
– Give/Receive Inventory
– Health/Hunger/Thirst
Game Development: Quest Programming
• Camp
• Town
• Raft
• Mini-quest
– Chopping Tree
– Cleaning Latrine
– Fixing Pump
• Interactions with Consequences
– Giving Water
– Helping NPCs
Game Development: 3D Art
Game Development: 3D Art
Sound Track and Effects
• Sound track
• Interface Sounds
• Various organic sounds
manipulated to achieve designated
sound
• Directional Sounds
• Environmental Sounds
Field Trial: Sycamore High School
• Alpha Test
• April 3rd, 2013
• Findings from players
– Player movement
– Instructions
– Quest completion
– Finding objects
– Capacity for fun
Field Trial: Sycamore Library
• Beta Test
• April 17th, 2013
• Findings from players
– Fun
– Music and visuals impressive
– Happy with player controls
– Good balance of fun and science
– Bugs
Future Work
• Further Development
– Continued Development in DCL
– Additional
• Quests
• Miniquests
• Interactions with consequences
• Playtests
• Support
– TeenRead Website
• Implementation
– TeenRead, Summer 2013
– Playtesting
• Research
Demonstration
Thank You
Center for P-20 Engagement
Gillian King-Cargile
Mary Baker
Alexia Clay
Sycamore High School
Sycamore Library
Digital Convergence Lab
Mike Mullin, Author of Ashfall
Peggy Tierney, Tanglewood Press
Questions

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Surviving the Ash: A Game

  • 1. PROJECT TEAM Joe Fratini (Computer Science) Daniel Rogness (Computer Science) Erin O’Hagan (Time Arts) Eamon Newman (Instructional Technology) SPRING 2013 (DEVELOPMENT) ASSISTANT COACH Eric Russell COACH Jason Underwood Surviving The Ash: A Game
  • 2. Agenda • Background – The Digital Convergence Lab – The STEM Teen Read • Project Overview • Design and Development • Future Work and Implementation • Demonstration • Questions
  • 3. Digital Convergence Lab • Interdisciplinary Partnership – University Libraries – Division of Outreach, Engagement, and Information Technology Services – Co-Directed by Aline Click and Drew VandeCreek • Goals – Community Outreach – Shared Research and Development – Experiential Learning
  • 4. The STEM Teen Read began in 2011 as part of the STEM Outreach initiative to promote science, technology, engineering, and math. In 2012, we received funding from the Center for P-20 Engagement and NIU’s Virtual Lab School to create online programming. Fast Facts • Partnerships with libraries in DeKalb, Sycamore, Cortland, and Hinckley • Regular input from teens, youth librarians, and publishers • 4 YA books per year • Face-to-face and online programs • Author visits at various events throughout the year
  • 5. Game Concept: Design Stage • What is Surviving the Ash – Educational Game – Focus on STEM – Multiplayer Virtual Environment • Who is it for? – TeenRead – Middle School – Adult • Project Purpose – Immerse players in the world of Ashfall by Mike Mullin – Reinforce usefulness of STEM
  • 6. Game Design & Development Graphic Assets Content Programming User Interface Testing Field Trials (Sycamore High School Sycamore Library) FALL 2013 SPRING 2013 Design Document
  • 7. Game Concept: Design Requirements • Base game theme and narrative on Ashfall by Mike Mullin • 3D Virtual World, Multiplayer • STEM Based Quests • Multisession • Integrated with Teen Read • Interactions with Consequences
  • 8. Ashfall Technology & Building Tools • Unity 3D • Jibe/Smartfox • Programming Languages – Javascript, C# • Game Building Tools: – 3D Studio Max, Photoshop
  • 9. Game Structure & Story Camp Quest Player Movement Latrine Duty Water Pump Tree Chop Town Quest All is Not Well Find a Cure Treat River Quest Get Across River
  • 10. Concept Art and Prototypes
  • 11. Game Development: Basic Functionality • Jibe – Login – Avatar Creation – Character Movement – Chat • Custom Framework – Quest System – Backpack (Inventory) – NPC Talk – NPC Behavior – Give/Receive Inventory – Health/Hunger/Thirst
  • 12. Game Development: Quest Programming • Camp • Town • Raft • Mini-quest – Chopping Tree – Cleaning Latrine – Fixing Pump • Interactions with Consequences – Giving Water – Helping NPCs
  • 15. Sound Track and Effects • Sound track • Interface Sounds • Various organic sounds manipulated to achieve designated sound • Directional Sounds • Environmental Sounds
  • 16. Field Trial: Sycamore High School • Alpha Test • April 3rd, 2013 • Findings from players – Player movement – Instructions – Quest completion – Finding objects – Capacity for fun
  • 17. Field Trial: Sycamore Library • Beta Test • April 17th, 2013 • Findings from players – Fun – Music and visuals impressive – Happy with player controls – Good balance of fun and science – Bugs
  • 18. Future Work • Further Development – Continued Development in DCL – Additional • Quests • Miniquests • Interactions with consequences • Playtests • Support – TeenRead Website • Implementation – TeenRead, Summer 2013 – Playtesting • Research
  • 20. Thank You Center for P-20 Engagement Gillian King-Cargile Mary Baker Alexia Clay Sycamore High School Sycamore Library Digital Convergence Lab Mike Mullin, Author of Ashfall Peggy Tierney, Tanglewood Press

Editor's Notes

  1. Jason
  2. Daniel
  3. Joe
  4. Erin
  5. Erin