Gleeb-Glob Video Game Edutainment Presented By The Moose (Brian - - PowerPoint PPT Presentation

gleeb glob
SMART_READER_LITE
LIVE PREVIEW

Gleeb-Glob Video Game Edutainment Presented By The Moose (Brian - - PowerPoint PPT Presentation

Gleeb-Glob Video Game Edutainment Presented By The Moose (Brian Hansen, Maggie Hewitt, Jason Greaves and Brian Spates) Sponsored By Prof. Joseph Lanzafame Agenda Project/Requirements Description Game Design Student Management


slide-1
SLIDE 1

Gleeb-Glob

Video Game Edutainment

Presented By

The Moose

(Brian Hansen, Maggie Hewitt, Jason Greaves and Brian Spates) Sponsored By

  • Prof. Joseph Lanzafame
slide-2
SLIDE 2

Agenda

  • Project/Requirements Description
  • Game Design
  • Student Management System
  • Risks
  • Process
  • The Future
  • Challenges
slide-3
SLIDE 3

Initial Project Description

  • Make a game to help students visualize

simple molecule structure.

  • Focus on emphasizing static molecular

structure.

slide-4
SLIDE 4

Connecting Hieroglyphs To Reality

CH₄

slide-5
SLIDE 5

Requirements

Students

  • Connect hieroglyphs to reality
  • Access game easily

Professor

  • Track user progress
slide-6
SLIDE 6

Molecular Geometries

  • Geometries:

○ linear ○ bent linear ○ trigonal planar ○ tetrahedral ○ pyramidal

  • Modeled using blender
slide-7
SLIDE 7

Game Technologies

  • Unity supports many

platforms

  • MonoDevelop for script

editing

  • Blender for modeling 3D
slide-8
SLIDE 8
  • Story

○ 3-Dimensional space adventure on the molecular level where users race against the clock to collect molecules.

  • Prototyping

○ Still moving forward

Game Design

slide-9
SLIDE 9

Gameplay

  • Flow
  • Level Design
  • Controls
  • Winning and Losing
slide-10
SLIDE 10

Student Management System

  • Track students gameplay.
  • Requirements

○ Produce a game play metric that will accurately depict a student’s game progress. ○ Provide the professor with an system to manage and review student information securely. ○ Easy to deploy and manage.

slide-11
SLIDE 11

Technologies

slide-12
SLIDE 12

High Level Architecture

  • Student API

○ RESTful ○ Access Control Lists govern actions ○ Passport used for Auth

  • Student Management

○ One Page JS application ○ Isomorphic JS Rendering ○ Async Polling

slide-13
SLIDE 13
slide-14
SLIDE 14

Risks

  • Minimal chemistry knowledge
  • Minimal prior experience with 3D modeling
  • No prior experience with Unity
  • Lack of designers, artists and producers
  • Typical software project risks
slide-15
SLIDE 15

Process Selection

  • Scrum

○ Process as a form of risk management ■ (lack of domain knowledge + vague requirements) == requirements churn ■ Iterative Sprint Cycle conducive to making mistakes and learning from them. ○ Many of the requirements would be generated from

  • ur Game Design

○ Game Design was dependent on assessing feasibility

slide-16
SLIDE 16

Process In Action

  • 2 Week Sprints
  • Planning Poker
  • Code reviews for QA and

domain experience sharing.

  • Kanban board in Trello
  • Fibonacci Story Points
  • Hour estimations for tasks
  • Daily Standup over Slack
slide-17
SLIDE 17

Process In Action

Awkwardly applying Scrum to Game Design

slide-18
SLIDE 18

Metrics

  • Hours per Week
  • Story points closed per Sprint
  • Defects found per Sprint
  • (future) Game Performance Metrics

○ Several performance risks ○ Easily identify introduce performance issues

slide-19
SLIDE 19
slide-20
SLIDE 20
slide-21
SLIDE 21

Testing

  • Usability Evaluation

○ Evaluate students enrolled in the chemistry sequence ○ Elicit qualitative feedback ■ Game controls ■ Understanding ○ Elicit quantitative feedback ■ Time to first molecule collected ■ Tries to complete first level

slide-22
SLIDE 22

Demo

Goal: Demo 1 complete level.

slide-23
SLIDE 23

Future Release Plan

Milestones

  • Skeleton Level (completed)
  • Complete Level (next milestone)
  • Zone 1, Level Selection, Upgrade Store
  • Zone 2, Zone 3, End Screen
slide-24
SLIDE 24

Challenges

  • Weekly sponsor meetings with two week

sprints

  • Undefined roles
  • Outside the software engineering comfort

zone

  • Team Morale

○ Reached stage 5 “Acceptance”

slide-25
SLIDE 25

What Went Well

  • Team Chemistry

○ Get it? ○ No personnel issues

  • New technical skills
  • Communication

Daily standup using Slack

  • None of us dropped out.
slide-26
SLIDE 26

Questions?