2. • first ideas
• not only one way
• aims
• video games
• video games and history
• skills
• methodology
• time
• tools proposal
• evaluation
• links
3. first ideas
• Learn history is boring for young's
• Young’s are in digital devices
• History is far from digital devices
• History is far from young’s
• Try to bring the two worlds
4. not only one way
• This project is not just to learn history but to get a
set of skills that allow them to have an approach to
the working world of video games.
5. aims
• approach young people to video games creation
and history learning.
• engage young people in video games creation as a
cultural experience.
• transform young people as “prosumers”, producers
of they content more than passive users of
technology.
• work for projects and from a collaborative
philosophy.
• fight against de digital divide linking the scholar
content with video games creation.
6. video games
• the video games offer a great opportunity to work
with real content, work for projects and work on
teams.
• not all type of video games are available for this
project. We decide RPG or indie video games.
• RPG video games include a lot of possibilities.
7. video games and history
• create video games allow work from DiWO
philosophy
• create video games allow to take care about the
story we will to explain
• create video games allow to think in deep in a
historical and social context
8. skills
• Detail-oriented
• Goal-driven
• Problem solving skills
• Good communication skills
• Troubleshooting ability
• Works well in a team
• Advanced math skills
• Computer skills
• Creative thinking
• Writing skills
• Drawing ability
Young’s in video game design often develop several of the
following skills:
10. methodology
• Pre-production or design phase is a planning phase of the project focused on idea and concept
development and production of initial design documents. Which describes all the tasks, schedules and
estimates for the development team. The concept documentation can be separated into three stages or
documents— high concept, pitch and concept.
• High concept is a brief description of a game.
• A pitch, concept document, proposal document, or game proposal is a short summary document
intended to present the game's details.
• Concept document, is a more detailed document than the pitch document. This includes all the
information produced about the game. This includes the high concept, game's genre, gameplay
description, features, setting, story, target audience, hardware platforms, estimated schedule,
marketing analysis, team requirements.
• Game design document. The development team produces the first version of a game design
document incorporating all or most of the material from the initial pitch. The design document
describes the game's concept and major gameplay elements in detail.
• Prototype. A great deal of prototyping may take place during pre-production before the design
document is complete and may, in fact, help determine what features the design specifies.
Prototyping may also take place during active development to test new ideas as the game emerges.
11. methodology
• Production is the main stage of development, when assets and
source code for the game are produced.
• Game design is an essential and collaborative process of
designing the content and rules of a game, requiring artistic
and technical competence as well as writing skills.
• Programming. A great deal of programming is required to
customize almost every game following the platform
RPGBoss.
• Level creation, art production, audio production, sound
effect production and testing is part of the production
phase.
14. tools proposal
• RPGBoss: an open source RPG engine and
creation tool targetting multiple platforms
• another on-line tools to help to create video games:
• Universal LPC Sprite Sheet to create characters
• Piskel, free online sprite editor to create
scenarios
15. evaluation
• the idea
• the storyboard
• narrativity
• gamification
• scenarios and characters
• dialogues
• interaction