Time for innovations



When working on a long term project, of course the fundamental decisions are being made at the beginning of it. Nevertheless, during the whole process, some small changes, innovations and ideas might breathe new life into the venture. This blogpost is referring to those last-mentioned changes and ideas, as well as to the decision concerning the appropriate game engine.


Mode-play as challenge


As it was as told us in our feedback-session with Ms Pivec's husband, children love the challenge. They love to compare themselves to others, the love being challenged, anyway. Hence, we decided that in the beginning of the game, the player is given the decision of choosing between three modes: easy, advanced and expert. These modes differentiate into the difficulty of the mini-games. Moreover, a highscore table supports this "competition".

Which game engine fits best?


For "tba" no game engine, but a platform compiler will be needed. The game is made for iPhone will be available in the AppStore. Hence, the decisions concerning the operating system, the integrated development environment and programming language are the following:

Operating system: iOS
IDE: Xcode
Programming language: Swift





Gender question

When designing a game, precise adjustment concerning the audience is essential. Hence, it is important to think about the exact target group, before making serious decisions pertaining to several design aspects. Here, gender specification or gender neutrality are two leading points that need to be thought about.

Reasons "tba" appeals its audience


"tba" is a game designed for children aged 8 to 10. Due to that, the overall-design is adjusted to that - simple, flat and modern, but as well lovely and appropriate for children. Especially the visual appearance of the game is well adapted for "youngsters": Fresh and bright colors, easily readable typography and no excessive and overloaded screens. The aim is to create an harmonizing interaction design which does not ask too much of the player.

Gender specification


Whether the player is male of female, he or she can choose between a male or female "avatar" which represents the player during the whole game. By reason of the fact that the target audience is aged from 8 to 10, these avatars are not created in a sexist way. Thus, the differentiation between the male and female avatar is based on the hairstyle.

Gender neutrality


In terms of game genres, "tba", which is a mix of role-play and puzzle, is gender neutral. 







Creating a storyboard

First of all: a good screen and interaction design is not created within a few minutes. It takes time to think about the overall design and, after that, about numerous details that are all of high significance.This blogpost refers to the process of creating and developing a storyboard, as well as to the interaction design of "tba". It deals with the trial from first scribble to the final digital screen and describes how the storyboard of "tba" was developed. Moreover, the design idea behind the game in general is specified.

The design process


Manual scribbles



In the case of "tba", first of all, scribbles drawn by hand, we're created. These scribbles show the first idea of the potential screen design the game will offer. Furthermore, for better comprehensibleness, explanatory details were pointed out.

Wire-Frames



After this manual design step, so-called wire-frames, which are important in terms of user interface design and, as a result of that, user experience, formed the next step in the design-process. Here, the first design-idea, which was elaborated manually, was picked up and "converted" into a first digital black and white-version.

Final Screen



Based on that, the final screen was worked out, including map colors selection and specification, design-orientation in general - which was in the case of "tba" flat design - and further aspects e. g. interaction concerning the overall screen.

Why our game is different

Competition, especially when it comes to gaming, is big these days. Hence, when conceptualizing a gaming idea, difference is essential. In this post, other games also available and dealing with the same topic, are described. Furthermore, points, why "tba" is different to them, are below-mentioned.



"Was weißt du über Ernährung?"

Designed and produced by Movisol



Description

"Hauptsinn des Essens ist es, uns zu ernähren, aber tun wir das auch wirklich? Wissen wir bei jedem Bissen, was wir uns da in den Mund stecken? Unser Körper braucht eine bestimmte Menge von Nährstoffen, um ordnungsgemäß zu funktionieren und positiv auf die Gesundheit einzuwirken. Das geht nicht instinktiv und ist nicht so leicht, wie es scheint. Um sich richtig zu ernähren reicht es nicht, einfach alles zu verschlingen, worauf wir Hunger haben, denn falsche Ernährung zeigt sich in einer schlechten Gesundheit. Mit diesem Test entdecken Sie die Kuriositäten und verborgenen Geheimnisse der Ernährung. Nährstoffe, Vitamine, Maßeinheiten, Rat ... Glaubst du, bereits alles zu wissen? Stelle deine Kenntnisse auf die Probe!"


"Nutrition and Healthy Eating"

Designed and produced by Tribal Nova



Description

"Get your child ready for school with Bo on the Go and these fun Science learning and educational games for kids in Preschool and Kindergarten designed for iPhone, iPad and iPod touch! Bo will lead your child through an exploration of the vast world of food! Through 3 fun games, your child will learn to recognize different foods and how to eat healthy. He or she will discover different games with Bo: distinguish healthy foods from foods that are not so good to eat, sort foods into their particular food groups to help the chefs prepare their magic portions, and select foods in order to create a delicious and balanced meal for the penguin's birthday party!"


"Das ist mein Essen - Ernährung für Kinder"

Designed and produced by urbn; pockets



Description

"Wie sieht eine Avocado von innen aus? Woraus besteht deine Lieblingsspeise und woher kommen die Zutaten? Warum müssen wir überhaupt essen und wie häufig isst du eigentlich was? Diese und viele weitere Fragen über Essen und Ernährung werden hier spielerisch erklärt, erforscht und gelernt! Kinder werden mit dieser zu kleinen Ernährungsexperten. Plötzlich wird der Teller leergegessen und neue Lebensmittel probiert - und anschließend in der App dokumentiert!"


Why "tba" is different

No narrow-minded learning

When playing "tba", the players should not be given the feeling of sitting at school or being forced to learn and study. Due to that, the information and learning content "passes into" them whilst playing.

Amusing and easy-to-play mini-games

Entertaining the players, especially when they are children, is quite important. Hence, all the mini-games are based on a plain and easy controlling, which enables the player to enjoy the game without having to read filling pages instructions.

Child-friendly interfaces

No excessive screens that may confuse the player, no "overkill", no hard-to-understand interfaces - Just a simple, modern, lovely and flat design that does not overstrain the player's senses and perception. 








Welcome to our team


Due to an unexpected breakup of another team, Cutscene Productions is now enriched by a new member. The whole team is excited about the collaboration with Diana Bobb, a women from Vorarlberg, rich in ideas and excited about the upcoming work.

Nina Huber

Game producer and manager


Responsibilities: 
Developing the concept and idea behind the game
Designing the blog and writing and organizing the blog posts
Super-visioning the sequences of operations

Skills:
organized, precise, design-affine


Denise Danninger

Game artist and modeler


Responsibilities:
Designing the digital artwork
Developing and conducting the design for the booklet
Planning the Corporate Design of the Game

Skills:
experienced and highly skilled in graphic design


Birgit Wilfling

Game programmer and designer


Responsibilities:
Developing the concept and idea behind the game
Drafting the the individual screens manually
Doing the conception of the mini games on paper

Skills:
literate, imaginative, reliable


Diana Bobb

Game analyst and tester    


Responsibilities:
Analyzing the concept in all its stages
Thinking about potential improvements
Testing the analog and digital interfaces

Skills:
humorous, analytic, critical

Elevator Pitch

When it comes to game based learning, lots of aspects need to be considered. What is the player expected to learn from playing the game and how will it be achieved? How will learning be facilitated? How will the learning goals and objectives be communicated? What about sequencing of learning, feedback and rewarding? Is the learning adapted to the individual skills of the player? The following blog post offers answers to all these questions and an elevator pitch for the gaming concept.

What's the (elevator) pitch?


"tba" is a entertaining game for mobile devices teaching children aged 8 to 10 about how to have a balanced diet via amusing, easy-to-play and knowledge-transmitting mini-games.

Learning outcomes


What is the player expected to learn from playing the game and how will it be achieved?
When playing "tba" the player "learns" about what a balanced diet consists of and why it is so important to have one. Before each mini-game the user of the game is given an information referring to the level he is operating on. This knowledge-input must be kept in mind because it will be needed later to pass the level.

How will the learning be facilitated?
At the end of each level, all the information acquired while playing it, is "tested" via a quiz. Before being able to go to the next level, the quiz needs to be mastered successfully.

How will the learning goals and objectives be communicated?
Not only the information transmitted before each mini-game contains learning and teaching content, even the mini-games themselves refer to the topic "what a balanced nutrition is about". This means that the content of the mini-game deals with the content of the level the player is operating on. That is, e.g. the mini-games of the level "beverages" are concerned with the matter water, tea, drinking, etc.

Sequencing of learning
The idea behind this game is that the player should not have the feeling of "having" to learn. Due to that, the information and learning content should "pass into" them whilst playing. Therefore, the simple concept of being "confronted" with knowledge that needs to be kept in mind is applied. The quiz at the end of each level then "controls" if the player has read through the information attentively. There won't be an increase in the difficulty of the learning content transmitted, only an increase in the difficulty of the mini-games aimed at the reactivity of the player.

Feedback and awarding
When answering a question of the quiz at the end of each level successfully, the player is given a message in which he or she is complimented for having kept the afore acquired knowledge in mind. If the whole quiz is mastered triumphantly, a congratulation-message will be faded in, as well. Furthermore after finishing the quiz, the topics learned about in the certain level will be summarized.

Is the learning adapted to the individual skills of the player?
No. Each player holds the same starting position. However, the individual reactivity of the players might be deciding how quick the mini-games will be mastered.

What does the player control?
They game player can choose - whether if he or she is male or female - between the below-shown characters which the player is accompanied by throughout the whole game.














Developing a game concept

These days, nutrition is a topic of high importance in our society. The fact, that the number of people being overweight has increased steadily during the last years, was one of the crucial factors for the idea of developing a game that teaches children how to live healthily and how to have a balanced diet.

Hard facts


Game title: tba
Working title: An apple a day
Genre: Role-play based on minigames
Target audience: children aged 8-10

What the game is about


The idea behind the game is that while playing it, children learn what a balanced diet is. The whole game is based on  levels referring to the levels of the food pyramid. Each of the levels consists of numerous mini games. These mini games, furthermore, are geared to the foodstuff represented in the individual level. After each mini game, the player is given some information referring to the foodstuff, as well. At the end of each level, there is a quiz "testing" all the information received whilst operating on the level. To be able to clim to the next level, the quiz needs to be mastered successfully.

The game should be amusing and easy to play and not protracted and based on thousands of rules. Hence, the decision to develop a game consisting of mini games was made. Own experiences have shown that games offering an easy controlling and the challenge of testing one's ability to respond are quite appealing, especially when it comes to children who definitely won't read a filling pages instruction before starting the game. Moreover, the young players should not have the feeling of having to study. The idea is that whilst playing, the teaching and learning content, "passes into" them.

How the idea came to life


In the below-mentioned mind map, the process of collecting thoughts, ideas, suggestions and decisions is visualized.