Raid 1: Due September 6
-Plan of Action: October 4
-Peer-Review Draft: October 11
-Final Draft: October 23
Raid 3: November 12 @ 11:59pm
Raid 4: November 12 @ 11:59
Raid 5: December 6
Click on a below raid for more details.
Raid One: Literacy Failure Analysis
– Hamilton and Barton, Local Literacies
I want you to think of a game--or a moment of digital literacy--at any point in your life, which has left an impression on you. How do your memories of this moment fit into the above definition of digital literacy? What were you comprehending, analyzing, and (re)producing? Think about the written or implied rules of the software. What skills were needed?
Beyond the skills needed to engage with the software, what social interactions were present? Literacy can be explained both through events and practices. Hamilton and Barton explain an event is an observable moment of literacy (interaction with a “text”). A practice is the surrounding factors that contributed to the actions of the event, whether it be rules/life lessons/experiences you bring to that event, or how the event is regulated.
Think of your literacy event and what practices surrounded it. What rules/influences did you have to follow? How were these broken or manipulated? How did these affect how you played/thought about your software? Do you associate a person or group of people with this software?
Step One: (Due by September 4)
Step Two: (Due by September 4)
Step Three: (Due by September 6)
- Written in MLA format.
- Works Referenced (if needed)
- At least one image in the text (should include image source).
- If a video is made, make sure you reference all images that are used.
- Use bold, italics, different fonts, and colors for emphasis in your written work.
A note: This is more exploratory and experimental. I want you to interpret the assignment as you see fit. Some things are a bit vague on purpose. Do your best and try to enjoy it.
Your raid score will be based on the following:
- Development of Literacy - The player must explore the concepts of comprehending, analyzing, and (re)producing through their event and the surrounding practices in the written work.
- Metanoic Reflection - The player explores their failure and analyzes what they learned about that moment.
- Time-Place-Object Specificity - Use details surrounding time, place, and objects in the written narrative.
- Development - There is a logical, natural flow and the central idea is well articulated. The writing should keep the attention of the reader without confusion. Fluid transitions as to not answer questions.
- Correctness - The writing follows the guidelines of word counts, 1 inch margins, MLA formatting, font specifications, cohesion, an image, a video/podcast, and respective specialization requirements.
Must be in Quest Log sheet & Raid folder in GoogleDrive.
Chris Stuart's Literacy Failure Analysis: Click Here
Raid Two: The Critical Review
Scholars should be able to talk about what we like and what we do not with a certain level of nuance, understanding our role as [users] and how our experience may differ from other people’s, being able to explain what it means to have a user interface that does not follow conventional configurations, or discuss the differences between the male and female player characters in terms of mechanics. There is so much more that [software] analysis can talk about beyond the quality of the graphics or the difficulty curve. (Clara Fernandez-Vara, pg. 4)
Reviews have become an integral genre in the age of online purchasing, but they are not a new one. Book, film, and technology reviews have been published in the academic and consumer realms for decades. Reviews not only give us a better understanding of a product for purchase, but they also give us a comprehensive history and experience which adds depth to the product. These comprehensive reviews cover the realms of context, overview, and formalities as explained by Clara Fernandez-Vara in Introduction to Game Analysis.
For this raid, you will choose a communication software or game to conduct a detailed analysis in the form of a review. The audience of the review is up to the student, but a specific discourse community, argument strategy, and exigence should be considered. There is also an opportunity for this to be sent out for review in a journal or site. To engage in common workplace practices, students will work in pairs to write the review, weaving both voices together for a uniform composition.
The overall goal of the review is to present yourself as an “expert” of sorts, but this does not mean you need to be the best use of the software. Instead, it means that you have a great paratextual understanding of the software. Fernandez-Vara says:
What expert means, however, is determined by what we want to achieve with our analysis. This means that expertise can be negotiable.…other sources of information become critical to help us become experts; even if one is a professional player, paratexts will bolster our knowledge and we will do a better job.…As a rule of thumb, becoming an expert on a specific game involves learning everything you need to know to achieve the main goals of your analysis. (pg. 24)
Using the resources your partner offers and dividing up the goals of the analysis will give you the space and time to become an expert in your content area. Remember, time is the enemy of all projects, so get organized quickly.
Your collaborative review needs to be well-written, organized, and utilize both video and images to best represent your reviewed communication software or game (software) based on the principles outlined by Clara Fernandez-Vara in her book, Introduction to Game Analysis. The steps you should take are listed below:
- Choose a software and collaborator for your review.
- Establish your “Plan of Action.”
- Conduct your research and gather data.
- Write and submit a work-in-progress draft for peer-review.
- Revise and complete requirements for completion.
- Write a 280 character summary or "tag line"
- Choose at least 3 keywords
- Write a 150-250 word experiential Review (individual)
The review needs to touch on at least two of the three following content areas: context, overview, and formalities (function). There is advice on how to prepare, organize, and write the review in Fernandez-Vara’s text, but the ultimate execution of the review is up to the students based on their intended audience and purpose. See below for more details:
Note about content areas: The content areas should be your H2 headings. The content areas are just guides to help you stay organized. The bulleted suggestions are also guides. You can do only a few or all of them in the content area.
“Providing the context helps us situate the game historically, culturally, socially, and economically. Videogames are the product of their time, therefore learning about the socio cultural and industrial environment in which they were produced is crucial to understand them” (Fernandez-Vara, pg. 56).
Software is a product of its time. The need, social events, and economic demands all change the production history and reception of software. Fernandez-Vara discusses “paratexts” and how we receive texts based on what surrounds the main text. In short, “The context of the game comprises the circumstances in which the game is produced and played, as well as other texts and communities that may relate to it” (Fernandez-Vara, pg. 14). The contextual area of the review can discuss, but is not limited to:
- context inside the [software];
- production team;
- [software] genre;
- technological context;
- socio-historical context;
- economic context;
- relations to other media. (Fernandez-Vara, pg. 59-60)
For further information on the context content area, see Fernandez-Vara’s Chapter 3.
“An overview of the game’s main defining elements helps readers situate themselves by explaining briefly what the game is about…By taking into account how the game was played, appropriated, and transformed by the community, the analysis also acknowledges that games are a human activity, not merely a set of rules or code in a computer” (Fernandez-Vara, pg. 56).
An overview of software is just as it sounds, an overview of all that makes up the software. This section attempts to encompass how the software is used, experienced, and extended through the community. This is the human centered section that is difficult to separate the reviewer/user. The overview area of the review can discuss, but is not limited to:
- number of [users];
- rules and goals of the [software]/[software] modes;
- [software] mechanics;
- spaces of the [software];
- fictional world of the game [reality established by software];
- [software] experience;
- [software] communities. (Fernandez-Vara, pg. 88)
For further information on the overview content area, see Fernandez-Vara’s Chapter 4.
3. Formalities (Function)
“The formal qualities of the game are not limited to technical specifications, or a breakdown of specific design features that may be typical of some game reviews. An analysis of the formal aspects must inquire how they work, hypothesize why they are there, and most importantly, how they relate to the player’s experience” (Fernandez-Vara, pg. 56-57).
The formal content area is about how the software functions, or how you accomplish what the software was intended to do. Where the contextual section is the widest lens of analysis, the formal is the most zoomed in and specific. This technical section will explore the ease or difficulty of action as well as the affordances and limitations the software has. The formality area of the review can discuss, but is not limited to:
- rules of the [software];
- diegetic vs. extradiegetic rules;
- save [function];
- relationship between rules and the [established reality];
- values and procedural rhetoric;
- procedural content vs. hard-coded content;
- [software] dynamics;
- the gap between the [user] and the [software]: mediation;
- control schemes and peripherals;
- difficulty levels/[software] balance;
- representation (visual design, sound design, and music);
- rule-driven vs. goal-driven [software];
- levels and level design [interface design];
- choice design;
- cheats/mods/hacks/bugs. (Fernandez-Vara, pg. 122)
For further information on the context content area, see Fernandez-Vara’s Chapter 5.
If you choose to do Three (3) content areas:
If you choose to do three content areas, you can get extra credit. Each needs to be represented well under the appropriate headings. If you choose to do all three, you will need to aim for the higher end of the word count.
Plan of Action
For you Plan of Action report, you need to provide the following information:
- Student 1 // Student 2
- Software for Review
- Informational Link
- Target audience
- Content Areas to Review (each area should have several sentences for each question)
- Why this area?
- Resources for area?
- Direction of area?
- Division of Labor
- Time commitment
- How much time are you going to play/tinker?
- How much time are you going to research?
- How much time are you going to write?
- How much time are you going to Revise?
Overview of Requirements
- Typed in a readable, professional font.
- Organized with H1 and H2 headings.
- Include text, images, and embedded videos.
- Images and videos should be original.
- MLA or APA citations for text, images, and video.
- Between 1250 and 1800 words (not including reference page.)
- Individual experiential reviews between 150-250 words.
- Collaborative 280 character summary or "tag line."
- At least 3 keywords.
Warrior: Write two different experiential reviews (per collaborator) in two different genres with different purposes.
Mage: The individual experiential reviews need to be in video format between 2-4 minutes long using your self, images, and captured footage (include citations).
Ranger: Reference at least four reviews, six tutorials/walkthroughs, and the official site or manual, plus two examples of experiential reviews of a similar program. (Minimum requirements. Don't double if both collaborators are Rangers).
Bard: If you are working within a communication program, create a 2 minute experience of the “product.” If you are playing a game, you should create a 1:30-3 minutes “trailer” that represents the review. (individually)
Builder: (Reserved for those reviewing games) Build a notable structure from your game and do a quick walkthrough of it using Camtasia. (individually)
Paul Tassi: 10 Things I Wish I Knew...
Paul Tassi: Game Reviews
Paper Explaining Formatting and Citations (here)
Extra Credit Opportunities
- Use all three content areas (explained above).
- Compose entire review in Spark, Wordpress, Weebly, or something similar. Create a web document with hyperlinks, images, videos, and other media. Use another review for inspiration. Link inspirational review and your online review to the bottom of document.
- Post your experiential review to a content relevant site and screenshot.
Raid Three – Emergent Technology Survey
Infographics (a clipped compound of "information" and "graphics") are graphic visual representations of information, data or knowledge intended to present information quickly and clearly. They can improve cognition by utilizing graphics to enhance the human visual system's ability to see patterns and trends. (Wikipedia)
Companies have been using data visualization models for decades. Infographics—as we are familiar with them—are often used as persuasive modes using a combination of text, images, numbers, and colors. Not only do we see these on campus bulletin boards, but we see them circulate on Facebook, Twitter, and popular websites.
Infographics are a great way to get the attention of the reader or convey a lot of technical information in a quick and effective way. For this raid, you will create an infographic about the software you analyzed and provide further explanation underneath like you would see on product pages of websites. Besides possible product and company logos and screenshots, all other graphics should be creative commons or original. See the below instruction for further details.
Your Emergent Technology Profile should include a prominent infographic, the company and software logo, interview quotes, and contextualizing text. Much of the contextualizing text should come from your software review (if you choose to do the same software). However, some new information should be included.
- Choose a software you want to make a profile for.
- Choose a software to make your infographic (Infogram, Canva, or Illustrator)
- Decide what Content you will include.
- Choose Delivery method.
For this individual raid, you have agency over how you accomplish this task. If you choose a web-based software, your time will be easier with the drag and drop features and you will accomplish more in a shorter amount of time. If you choose one of the Adobe programs, you will have to work a bit harder and longer, but you will have full customization over what you do. See the program profiles below for more details.
-0- Note: If you choose to use Adobe Illustrator, your score will be weighted by increasing the score by 10%. (i.e., If you earn an 82, 8.2 points will be added to your score.)
For this profile, you need to include the following:
- At least two quotes from two different people you interview.
- Simple, short quotes that favor the program and/or function.
- At least six (6) assets in infographic
- Think of nodes. 6 icons, focal points, or nodes.
- Software Uses
- Overall use/function of the software. What does it do?
- Key Software Functions
- What are some key or unique selling points?
- Brief Production History
- When was it made and was it updated? How has it evolved?
- What are advantages and what can it do well?
- What are the limits? What are some drawbacks?
- Technical Documentation
- Manuals and other technical documentation.
- Reviews and Tutorials (typed and multimodal)
- Other reviews and tutorials that you can find online.
- Examples of compositions from software (final products or in-game screenshots).
- Artwork, videos, flyers, games, etc.
This content should be split between the infographic and written profile (1000 words). Be sure to organize your information in such a way that is useful and eye catching to the reader. The technical documentation, reviews, and tutorials that are cited should not just be listed, but should also include a few sentences contextualizing or summarizing the hyperlinks.
Panel profiles such as these are rarely Word or GoogleDoc documents. These hypertextual, multimodal compositions are typically on websites. Your delivery method should be chosen with your audience and product in mind. What is the best way to represent your panel profile?
Suggested Delivery Methods:
- Adobe Spark: An easy to use scrolling platform that should be familiar to all students. Limited in organization, but very sleek.
- Wix or Weebly: Drag and drop website builders. Can make several tabs to help organize your information. Named URLs. Easy to use.
- Wordpress: A more advanced website platform that gives the user nearly full customization options over their delivery.
- Infogram: If you make your infographic in Infogram, you can type out your full panel profile with some customization options in the program itself.
- Create infographic.
- Include all aspects of content listed above.
- Choose a delivery method to contain the infographic and content.
- In total (infographic and contextual infomation) you should have 1000 words.
- Include citations at the bottom for any cited information and images.
- Infographic Neatness: Does it look like an infographic as explained in workshop, Digital Writer, and Writer/Designer? Does it have necessary components? (15%)
- Content Inclusions: Does the panel profile include all ten (10) content pieces? (60%)
- Correctness: Is the panel profile clean, meet requirements, and is free from errors? (15%)
- Specialization: Was the specialization fulfilled? (10%)
Total Raid Points: 100XP
- Warrior: Panel should be at least 1250 words. Must also include a total of four (4) quotes from interviews.
- Ranger: Must have a total of ten (10) links to other sources about the software with context.
- Mage: Must use Illustrator and Weebly, Wix, or Wordpress for infographic.
- Bard: Write a testimonial of at least 250 words about your experience with the software used to make your infographic.
- Builder: Use the iconography and aesthetics of Minecraft to represent your infographic. Be creative!
To submit this raid, please link your site (delivery method) directly to the Quest Log Sheet in the class folder.
(Although these aren't all infographics, they show good examples of how companies organize their "about" sections for technology)
Some Resources that May Help!
Raid Four – Lessons for Learning
[The continuum of participation encompasses] the activities of not only content creators but also audiences and practices of participation, because the practices of audiencehood—quoting, favoriting, commenting, responding, sharing, and viewing—all leave traces, and therefor they all have effects on the common culture of YouTube as it evolves” (qtd in Arroyo, 2013, 20-21)
A large part of our learning happens outside of the classroom. When we need to learn something, we often go to YouTube, Google, or ask for help on social media sites. Most people are consumers; never creating or contributing content, but constantly consuming others’. We often think we don’t have anything to contribute to the community, but that just isn’t true. Advanced Composition classes move students from being confident writers to confident contributors.
For this raid, you will create a minimum of three (3) video tutorials totaling a minimum of 30 minutes in screen time about a software of your choice. All of these videos should be either uploaded as a cohesive YouTube playlist or a standalone webpage with context for what the tutorials will accomplish. To possibly ease the burden of creating content, all students have the option to collaborate on the raid with up to two other people (groups of 3). As long as the labor is evenly split, collaborators are free to create a production plan how they see fit.
Your video tutorial series needs to be on a software of your choice in which you can make at least three (3) video tutorials around three (3) distinct tasks. For production software, you should make a cohesive series that teaches the needed skills towards a similar goal (either a completed project or basic, intermediate, or advanced skills). For gaming software, you should make videos around how to finish a quest, find an artifact, tips to play, or something similar. No matter what type of video you make, your audience and purpose should be clearly stated. Once you post the videos, a link to the series should be linked to the Journey Log Sheet.
- Choose a software you want to make a video series for.
- Decide if you want to work alone or collaboratively.
- Decide on how the series will be organized and what content to include.
- Choose Delivery method.
- Write your reflection, and post to Journey Log.
-A Note on Delivery Method-
1) Submit your completed videos to YouTube with the following information:
- Appropriate title with a number for the sequence (if they are sequential).
- In the description, include all authors, a link to the software’s company site, a brief explanation of the audience, purpose, and outcome of the tutorial.
- Relevant keywords
- Include a link to assets if applicable
2) Make sure to create a playlist for your videos and make sure they are in the appropriate order.
3) The next step varies depending on your method:
- If you are finished, link the playlist link to the Journey Log Sheet under each collaborator’s name.
- If you want to make a webpage for the tutorial series, do the following: On either Spark, Wordpress, Weebly, or Wix, embed your videos individually with contextualizing explanation for each video. These explanations should be substantial and explain what is going on, why the tutorial was made, and what the viewer will be able to do after watching it. The website URL should be linked to the Journey Log Sheet under each collaborator’s name. This method is weighted.
-0- Note: If you choose to use the Webpage delivery method, your score will be weighted by increasing the score by 10%. (i.e., If you earn an 82, 8.2 points will be added to your score.)
When submitting to the Journey Log, title the entry: H1 “Raid 4 – Video Series Reflection” H2 Date of Submission
If working solo:
Your reflection should be around 250 words and include screenshots of the recording, editing, and submitting phases of the raid. You should discuss at least one (1) Habit of Mind and your overall experience with making the video series.
If working collaboratively:
Each collaborator must submit their own reflection on their journey log. Each reflection should be a minimum of 500 words and include screenshots or photos of their role in the raid. Each collaborator should explicitly talk about their role, but also what it was like collaborating on such a project. Make sure to mention at least one Habit of Mind.
- Create at least 3 video tutorials at a minimum of 30 minutes total time.
- Appropriately name the video and include a sequence number.
- Include contextual information in the description.
- Choose a delivery method for the video series.
- Submit a reflection.
- Include citations at the bottom for any cited information and images.
- Tutorial Conciseness:Is the tutorial edited, concise, and accomplish the goals it sets out to complete? (40%)
- Instructional Design:Is the narrator clearly understood and are the instructions logical? (40%)
- Context and Delivery:Is the context surrounding the video correct? Are there links to the software and relevant information to support the tutorial? Were the submission instructions followed? (10%)
- Reflection:Was the reflection done and posted to the Journey Log? (10%)
Total Raid Points: 200XP
- Post the playlist link to the Journey Log Sheet under each collaborator’s name.
- If you make a webpage for the tutorial series, the website URL should be linked to the Journey Log Sheet under each collaborator’s name.
Extra Credit Opportunities:
- Create a short (3-5 second) video introduction with a logo, music, and possible animations. This should be at the beginning of each video. 10xp
- Do a basic review/tutorial/tips video for each software in a suite (such as Adobe Creative Cloud). 30xp
- Include closed captioning for accessibility purposes. 10xp
Raid Five – Coded Sharktank
For your final raid, you will create a game or proof of concept which can be marketed to bring awareness to an issue either within gaming or society at large. You have three platforms to choose from with different weights (Twine, Minecraft: Education Edition, or Unity) which will guide the development of your game within a guild of three to five people. Each platform has different requirements, but the goal is to create a game that will take around 15 minutes to play through (to get all possible outcomes), marketing materials, company page, and a structured presentation. The presentation is inspired by the popular ABC show Shark Tank—a two-minute pitch followed by roughly an eight-minute Q&A between the Sharks and guild. The guild will be assessed on teamwork, creativity, rhetorical justification, completeness, and presentation.
Each guild will appoint a guild leader (or project manager) who will be responsible for keeping the guild on task, ensure they meet deadlines, and the overall presentation of the project. The guild will also designate a game designer that is responsible for the overall construction of the game. The lead writer is both the technical and narrative writer for the game and marketing materials, but, more specifically, the company website. Finally, the project specialist is responsible for the marketing materials. Based on the overall goal and composition of the guild, these roles will shift, but the responsibilities of the guild are still the same. Ready?
Step One: Choosing a Platform
The first step of this raid is choosing a platform. Below are the three listed platforms and their associated requirements. Note: Once a platform is chosen, the guild must stay with the platform.
Option One: Twine (Weight: 0)
Twine is a text-adventure platform that allows the designer to incorporate images, videos, hyperlinks, and dynamic storytelling through conditional statements, scoreboards, and item tracking. This is the easiest platform to build on because it is mostly text with some HTML style code thrown in. There are MANY tutorials for Twine which makes it highly accessible and easy to learn.
# of Outcomes: At least 4
Total Number of Passages: At least 60
Wordcount Per Passage: 50 - 250
Images: At least six creative commons or original images (10 XC: at least four images that are made with process pictures also linked in the asset sheet)
Videos: At least four embedded videos with full citations
Hyperlinks: In addition to passage links, there should be at least two external hyperlinks
Change colors so it isn't purely black text on a white screen
At least 2 instances of "Dynamic Storytelling"
-An inventory system with at least four items (10XC)
-At least four created videos with process images (10XC)
The following must also accompany the text adventure:
Title Card with Title and Authors/Roles
Abstract/Introduction (100-250 words)
Image and Video Citations
All attributions should be on the asset sheet.
Option Two: Minecraft: Education Edition (Weight: 10%)
Everyone in class should be comfortable with Minecraft: Education Edition (MEE) and has at least experienced the MakeCode suite from class. To make a game in MEE requires two primary components: 1) Building a world and 2) Coding the world. The 10% weight to the grade is to accommodate the extra work for the building, but the coding should be comparable to Twine. For MEE, there are fill/clone commands to make building easier; command blocks to create conditionals; building agents to help with building/mining; Scoreboards to track points and actions; and MakeCode which allows you to modify the behaviors of the game. Everyone can help build, but the coding should be well planned and led by the game designer.
Mods: There should be at least four different mods using MakeCode to alter actions in the game.
Level Design: You need to build a world with structures to have a "level" to play through. You should use NPCs, Villagers, and command blocks to make your world feel alive.
Command Blocks/NPCs: Using both, you can teleport, build things, change conditions, and much more to show progress of time and action.
Proof of Concept: You have the option of making a level that can be played through OR a proof of concept which demonstrates the beginning workings of a game; a sample.
Treatment: Since the building and coding take a longer time, you are required to write a full treatment explaining how the game functions, what components are hidden in your game, and what makes it unique. This can be on the company website.
-At least eight mods and eight command blocks (10XP)
-A creative use of allow/deny blocks (10XP)
Option Three: Unity (Weight: 15%)
Unity is a cross-platform game software that assists in the designing of games. Many of the games you find from indie developers are made with Unity. You can make anything from a side-scrolling game like Mario to a first-person shooter like Halo in Unity. Unity is VERY powerful, and can be overwhelming. This will take more than one designer to make a game in this platform, and it will require a lot of collaboration. Although the platform is free (and many of the assets), you can buy animation packs that help with the production of the game. Note: Any game in Unity must get the approval of the game master before continuing.
Proof of Concept: All that is expected of Unity designers is a proof of concept which will demonstrate the beginning workings of a game. An incomplete game is expected, but it should be enough to see your vision.
Level Design: The whole experience (demonstration) should be about 15 minutes. More on this below.
Step Two: Collaboration and Guild Roles
Once a platform is negotiated, the roles of the collaborators need to be assigned. The following roles are:
- Guild Leader: Responsible for making sure all deadlines are hit, all collaborators are working together, and everything makes it to presentation day. (±40xp)
- Game Designer: Responsible for the game being finished and the associated coding. This can be a solo or creative director role.
- Product Specialist: Responsible for making sure all the marketing materials are finished.
- Lead Writer: Responsible for the technical and narrative writing for the game and marketing materials, but, more specifically, the company website.
Once all roles are selected, the Guild Contract should be filled out and submitted to the game master.
Step Three: Marketing Materials
The marketing materials cover a large breadth of mediums and modes, but they are classified in two ways: 1) Product Materials and 2) Company Ethos. Below are descriptions of what is required on the day of the presentation. Posters and treatments can be made with Illustrator, InDesign, PowerPoint, Canva, Infogram, Word, etc.. Cards and box art can be made with Word, Canva, Illustrator, PowerPoint, etc. Websites should be Wix, Weebly, or Wordpress.
- The Game: The delivered game (proof of concept or otherwise).
- Box Art: Printed box art for a DVD case (look up specs/templates) to represent the game and platform it is intended for. (printed x 2)
- Posters: Every game needs to have at least one advertising poster printed (printed x 1; 11x17).
- Treatment Sheet: An explanation and rational of the game and its functions. Can include marketing data, company information, and other relevant information. (printed x 5)
- Video Trailer/Demonstration: Depending on the game that is made, this can take several different forms. This can be a 1-2 minute teaser for a Twine game or completed Minecraft or Unity game; a 5-15 minute demonstration "stream"; or 10-15 minute development diary.
- Company Website: A site to represent the company, the product, resources, and team.
- Company Logo: A company logo should be created and displayed on all materials.
- Business Cards: A business card with the company name, logo, and website (printed x 5)
Step Four: The Presentation
On the day of the presentation, guilds will submit a printed "Guild Contract," along with copies of the paper marketing materials to the Game Master and all the sharks.
The presentation will be broken into THREE parts:
- You will have up to Two Minutes to pitch the game to the sharks.
- Presentation materials will then be given to the Sharks (about 60 seconds)
- Up to Eight Minutes of Q&A from Sharks
Each presentation will total 10 minutes. We will start promptly at the start of class, and we will quickly move into the first presentation. Each guild is expected to be on time and ready to present once the guild before them finishes. Submission Guidelines
- The Company Page should be displayed on the business card and treatment sheet.
- All Marketing Materials should be submitted to the appropriate guild folder and/or printed.
- The game trailer/demonstrations should be embedded on the company site AND the mp4 file should be uploaded to the guild folder.
- Twine game should be exported and placed in the appropriate folder.
- Twine game should also be uploaded to Philome and the link should be on the company website.
For Minecraft: Education Edition
- The game world and a link to the MakeCode code should be on the company website.
- The game world should also be in the guild folder.
- If the game is exported and hosted, include instructions on how to load.
- If there is just a video, embed on company page.
Individual Reflections (emailed directly to the GM as GoogleDoc) with the following:
Overall reflection on role, process, and completion of the game (300-450 words)
Has this process changed your understanding of game design, technical writing, and/or coding? (100-250 words)
Performance Record of other Guild Mates (100-250 words)
What would you do Differently? (100-250 words)
The checklist is also in the guild contract, but here is a reiteration of it:
- Print and submit the completed Guild Contract
- Treatment (Sales Sheet)
- An explanation and rational of the game, its functions, and the social issue being addressed. Can include marketing data, company information, and other relevant information. (printed x 5)
- Company Logo
- Video (see above for details)
- Trailer example Here
- Company Site
- 3 pages (landing page with game info || About us with headshots and roles || Resources with downloads, videos, and cited materials)
- Example Here
- Business Cards (printed x 5)
- Poster (printed x 1)
- Box Art (Printed x 1)
- Asset Sheet (Twine Only || Digital)
- Individual Reflection (12/7)
Extra Credit Opportunities
- Playtest/Testimonial XC video
- Show at least two people playing your game (in video/images) and their feedback for the game (50 XP)
- Detailed Game Manual
- Provide with email with game (due Dec 4) and link to the website as a PDF under resources. This should explain the mechanics/function of the game. This could explain codes, mods, commands, and general functionality of the game. This should also have screenshots and other graphics. (20XP)
- Extra Posters, box art, and videos
- You can create extra marketing materials for an extra (10 XP) each. All extra artwork should be original and distinct. I.e., don't just change the background color.
Student Examples HERE
Game and Code Examples
Shark Rubric HERE
Revision is an important part of composing. In this class, you will be able to revise any assessed quest, adventure, journey log, or raid as long as you received at least ONE point on the composition. This does not mean that you may turn in work that you originally missed for a better assessment.
Revisions allow a player to rework a piece of writing (following the below criteria) in order to receive up to an 89%. Just because a revision is submitted does not mean the player will automatically receive the full points. If you wish to revise, please make sure you follow the below instructions.
Revision is much more than clicking "accept" on a suggested edit or comment. Revision should be a thoughtful reworking of your ideas and words in order to improve clarity and expand on research. This can take on the form of moving around or eliminating sentences and paragraphs, adding supporting evidence through research, or expanding on new or already written ideas. Revision is part of the overall writing process which helps writers clarify their thoughts and expand their learning.
In order for players to engage in this process, I have outlined requirements for revisions in Composition as follows:
- First, make a copy of (duplicate) the document and make revisions to the copy (version control). Clearly label the revision as such.
- All changes should be highlighted in yellow (this includes additions, changes, and rearranging).
- Changes should be inspired by comments from the game master or fellow players.
- Revisions should go above and beyond the call of the quest, adventure, or raid.
- This means that you cannot just write to word count or add sources which will bring you up to the required amount.
- A short reflections (300 - 600 words) should accompany the revision which explains the revision process. The reflection should not say "the instructor told me to do it, so I did." Instead, players should explain what lead to the revisions they made and why they felt the changes needed to be made.
Revisions should be placed into the same folder as the original submission. The reflection is to be emailed to the game master along with a statement of completion of a specific piece of writing and which folder it is in.
All assigned work is available for revision as long as you have received at least ONE point. All revisions are due by December 7th.