Raid 1: Due February 11
-T, March 31 - Alpha Game Packet
-T, Apr 7 - Beta video
-T, Apr 14 - Betamax Report
-T, Apr 21 - Raid 2 Due
Raid 3: Due April 23 (optional)
For full instruction on a Raid, click on one of the boxes below:
Raid One – 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 or game you analyzed and provide further explanation underneath like you would see on product pages of websites. The images represented should be product and company logos and screenshots, but 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.
- Choose a software or game 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.)
You are required to include the following content in your infographic. How you organize it, what extra content you want to include, and how much text you use is up to you. The listed content below is more of a guide than a template.
- At least two quotes from two different people
- Simple, short quotes that favor the program and/or function
- Can be from YouTube videos, Articles, or Personal Interviews. Make sure you cite.
- 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? 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. (Positive and negative?)
- Examples of compositions from software (final products or in-game screenshots).
- Artwork, videos, flyers, games, etc.
For games, think about genre, platform, audience, etc. when answering each question.
There are several different approaches to this particular infographic. You can make it more text heavy or more graphic heavy. You need to have at least 5 graphics (icons, frames, arrows, etc.).
The text heavy infographics will be a more heavily weighted assessment on the technical writing. More text means more thought on organization, arrangement, and proximity of text and graphics.
The graphic heavy infographics will be a more heavily weighted assessment on the graphic design. More graphics means more thought on organization, arrangement, color, contrast, proximity, and perspective. You want to make sure there is enough text to convey the information to the audience, but not too much to get lost in.
-Personal Frame and Reflection-
In addition to the infographic, you are required to preface the graphic with a personal frame of about 200 words. If you have a graphic intensive infographic, you can break up the frame around the graphic. This should be your experience with the program and your take on it.
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.
- Include personal frame and reflection
- 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 nine (9) content pieces? Does it have the personal frame and reflection? (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: Entire piece should be at least 1250 words. Must also include a total of four (4) quotes from outside sources.
- Ranger: Must have a total of ten (10) links to other sources about the software with context with detailed contextualizing information.
- Mage: Create dividers and other organizing images in addition to using Image Trace for a specific designed aesthetic in Illustrator.
- Bard: Must make graphic intense infographic with at least ten (10) unique graphics.
To submit this raid, please link your site (delivery method) directly to the Quest Board 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 Two – Game Design, Production, and Presentation
For this raid, you will embody a new startup gaming company in small teams to create a game, marketing campaign, and prepare for a presentation to four "sharks." The game is only a small part of the raid. The process in which you work together, design, and produce the game is much more important than the final project. We will engage in continual revision, invention, and collaboration. The presentation portion of the raid 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.
There are four "roles" that each team needs to assign: 1) a Project Lead (or guild leader) who will be responsible for keeping the guild on task, ensure they meet deadlines, and the overall presentation of the project; 2) a Game Specialist that is the game visionary and designer; 3) a Media Specialist is responsible for logo design and the development diary; and 4) a Technical Writer that will focus on the marketing materials and website. 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 your Guild
Multiplayer games--Massively Multiplayer Online Roleplaying Games (MMORPGs) in particular--rely heavily on working within defined roles as part of a collective whole in order to conduct a raid, or take on a large task that requires a large number of people. On a smaller scale, we typically refer to this group as an adventuring party or a team. In Dungeons & Dragons, you can adventure on your own, but it doesn't make for such a great experience because it is a lot of work and a much higher chance of failure. In battle royal or free-for-all games, there is a high probability of loss or failure and a slim chance of victory. Guilds and teams are important to the design experience which is why we are going to start here.
After the project is announced, the class will decide on potential roles based on interest and skills. Typically, this is done in a discussion/spreadsheet hybrid in class so the entire class can see who has declared what skills/roles. Here is the suggested method of choosing a topic:
- Choose/Define Roles.
- Form Team Around Skills.
- Game Specialist Pitches Idea.
- Team Discussion.
- Start Drawing Up Contract.
Other teams have decided to start with an idea and then forming a team based on the idea. Either way works well and you will have plenty of time in class to decide on the guild.
Remember, the roles are flexible, but here are the four key roles:
- Project Lead (or guild leader) who will be responsible for keeping the guild on task, ensure they meet deadlines, and the overall presentation of the project (±20xp);
- Game Specialist that is the game visionary and designer;
- Media Specialist is responsible for logo design and the development diary;
- Technical Writer that will focus on the marketing materials and website.
If you only have three members, the Media Specialist and Technical Writer can be combined. If you have more, You can have secondary Game Specialists, Media Specialists, or Technical Writers.
After all the roles are set and the theme is chosen, fill out you guild contract under your designated guild folder on Drive. This contract needs to be maintained by the Project Lead/Guild Leader.
Step Two: Defining the Game
Sometimes the hardest thing to do on game night is choosing the game. I'm asking you to design a game, which some people find to be an easier or harder decision. There are many different ways to decide on a type of game, but let's talk a bit about different options you have for this class:
- The Tabletop Roleplaying Game (TTRPG): This is a pen and paper game that is tied to dice. One player is typically the dungeon or game master (DM/GM) and the other players are the player characters (PCs) that are going on the adventure. There are many variations to this genre, but Dungeons and Dragons is by far the most popular. What is required? This is a print heavy game that will require a lot of work in InDesign. The player's manual will include the rules, how to build a story, character sheets, and the beginnings of a game.
- The Party Game: The party game is typically for 3+ people and has the intention of socializing, laughing, and goofiness, but trivia games also fall into this category. There are many different types of party games but some of the more popular ones are Cards Against Humanity, Apples to Apples, Quelf, You Don't Know Jack, Pictionary, Headbandz, and more. What is required? This can be digital or print. If you make something digital, you would use Adobe XD, Unity, Tabletop Simulator, or other digital app/game softwares. You could also do everything in print which will require a manual, examples of play, printed components, and box art.
- The Board Game: These are the popular single to small group games we all grew up with. Sorry, The Game of Life, Monopoly, Scrabble, Battleship, and others. Board games have been around for thousands of years and it is a popular and recognizable genre. What is Required? You will need to heavily prototype this game with printed components and boards. You will also need to make a comprehensive manual to help players play and understand the game.
Step Three: Game Expectations (Revised)
When making your game, there are many things to consider. Here are some general guidelines:
- All games should have some type of commentary or reason for development. (i.e., reflects parking on campus; censorship; brings awareness to an industry; etc.). Should be articulated as an inspiration/exigence for the game. State on your website.
- You should have a specific audience in mind.
- The manual, tutorial, and game development document should cover the mechanics, components, and rules of the game.
- All games should be at least a 15 minute play experience.
- All images/artwork need to be documented and explained in the game design document.
At least 4 3D printed elements (see below)
You should have printable prototypes of all your cards.
- The manual, box art, and card/board components should be in a completed
(not draft) printedstate.
- Cards should be fully explained with examples on site and game design document.
- The board and other components should be prototyped
and printed (explore options).
- The manual/site should have all components fully explained and shown.
- The box art and directions should be explained and shown
- The tutorial should show all rules and playability.
3D Printing (Canceled) Here are the guidelines for the 3D print: You should have at least 4 printed components The 3D Print can be dice, organizers, game pieces, awards, or trinkets. Here is information on 3D Printing at Clemson HERE
Step Four: Technical Documentation
Every game has technical documentation both behind the scenes for internal documentation as well as public documentation that is either on their website or packaged with the game. Every game, regardless of genre, will need to have certain documents, but others are more flexible depending on the game your guild creates.
What is required (Updated):
- Development Diary: This is a video representation of all the hard work you put into designing the game and your tutorial/walkthrough. Components that should be included: interviews, timestamps, behind-the-scenes development (include InDesign), process builds and designs, concept art, narration, images, playtesting, and time-mapping. This can be all one video or a short series. (Well-edited videos should be about 10 minutes with great technical work // The average video should be about 15 minutes with good editing
- "Kickstarter" Website: You need to create a "kickstarter website" which will feature all your resources and documents, but it will also explain the design process, the game purpose, and the teammates. The website will also be used for presentations. You can use Spark, Weebly, Wix, Sway, or Wordpress. Should be one long page with artwork, text, and headings.
- Game Manual: Regardless of the game genre, you need to have a manual explaining the rules, how to play, and what components there are. Depending on the genre, this may be included in a larger document. This should be done in InDesign, but could be done in Word if needed (ask Chris first). See "Student Examples" for help.
- Game Design Document: The game design document (GDD) is a technical document that outlines the entire planning and production of your game. The examples and template provided will not work for all games, but the structure and organization are strongly suggested and recommended. As long as the relevant information is included (below) you can organize it how you see fit. Remember, most of this should be copy and pasted from other documents. This must be done in InDesign with images/video of it being worked on in the Development Diary. Here is a quick overview: HERE.
- Title Page
- Table of Contents
- Change log (dates of things completed and changed in testing)
- Short & Long description of game.Key features. Unique features.
- Story with characters and setting (if narrative based game)
- Gameplay section explaining Primary Design Elements (key features); Mechanics; Dynamics (how players see and use mechanics); Level/Board design; All instances of code.
- Aesthetics (Show components with callouts to explain how to read and use each component [board included]).
- List of all artwork with links to said artwork. Include author when possible (Author name - Name of Piece - Hyperlink) Can be a chart
- User Interface or System (what does the player see?) and Controls if applicable
- Target Audience and social purpose/commentary
- Marketing information (posters, tutorials, videos, etc)
- Development Plan post presentation (if you were to work on the game further, what is your 12 month plan? Examples at the end of Diablo Pitch)
Below are examples of the game design document.
Treatment Sheet: This is a 1-page document which shows the "sharks" what they would be investing in. Think of it as a quick sales sheet which fully explains the game, the purpose, and your audience.
Step Five: Marketing Materials
On the day of the presentation, you need to have a number of marketing materials and artwork to represent your game.
- The Game: The delivered game with artwork (depends on what genre you are making).
- Box Art: Printed box art (front and back) or cover art.
- Posters: Every game needs to have at least two advertising posters. One poster should be like a movie poster and the other should include information to highlight the key features of the game.
- Game Tutorial/Walkthrough: This tutorial should be an edited 5-15min video explaining to the player how to play the game. [XC, creatively work a tutorial into the game without interfering with the level and "story"; 20XP) // Walkthrough should be a near full playthrough of the game with commentary. Don't have to show all repetitive elements of the game or puzzles. [Do both for XC]
- 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)
[Picture Above: The back of game boxes to show "group image" of components, boards, cards, etc.]
Step Six: The Presentation and Final Submission (modified)
Due to the COVID-19 Pandemic, we are switching to an extended recorded pitch. See below for details:
The presentation should be broken into THREE parts across 5-7 minutes:
- Explain what makes your game unique and why it should be funded.
- A brief explanation of how to play the game.
- Move through website, showcasing components and resources.
Each presentation should be well edited, with thoughtful video and sound production. Think about lighting, framing, when to cut to show images or other videos, and the quality of your sound.
- The Company Page should be displayed on the business card and treatment sheet as a shortened URL.
- Gaming Packet - This should be a zipped folder of everything needed to print and play the game: game board, cards in printable format, manual, front and back of game box, an image of ALL components (markers, dice, etc.,). (card templates)
- All FILES (the game packet, URL to website, videos, marketing materials, and the game design document) should be in your guild folder in a folder called "Guild Name - Final Files"
- The game trailer/walkthrough should be embedded on the company site AND the mp4 file should be uploaded to the final folder.
Some Helpful Links
- Article on using Public Domain Art
- Instructables How To Build a Board Game
- Board Game Design and Development (covers a lot)
- Card Templates (Photoshop/Illustrator)
- Green Guild Inc (Minecraft)
- College Drunks
- Dimension Games
- Pic Perfect Gaming
- BCM Games
- Picnic Basket Games
- The Escapey Boiz (Minecraft)
- Perimeter Games
- Kovac Games (Minecraft)
Media Examples HERE
Raid 3: Final Portfolio
What? You made it! We are at the end! You did it! Congratulations on being awesome! Now, just one quick final raid and you can be on your way. May I introduce the Final Portfolio!
Some would argue that the most important technical documents to an individual person are their resume and cover letters. The final portfolio is an opportunity to put together your resume and a digital portfolio to apply for a job (real or imaginary) of your choice. To do this, you need to craft a cover letter.
Markel, in his book, Technical Communication, discusses job documents on pages 385 - 418. He says:
"There is really no mystery about what employers want in an employee. Across all fields, employers want a person who is honest, hard-working, technically competent, skilled at solving problems, able to work effectively alone and in teams, willing to share information with others, and eager to keep learning" (pg. 387).
This is asking a lot, but there are some tips on how to get your personal brand across to potential employers throughout the chapter. For this raid, you will create a resume, digital portfolio, and cover letter in line with the following guidelines:
Important Note: If you already have a resume, digital portfolio, and cover letter, you can use it if you write a reflection as listed below.
Markel discusses resumes on pg 397. He lists several examples, but the most common is the chronological. The goal is readability. Can you glean the important information in a matter of seconds? Do you use headings? Are the dates, locations, and names easily found? These are all questions that you need to answer.
The following sections should be in the resume:
- Identifying information
- Personal statement/Summary/Objective
- Employment Experience
Here are some design tips:
- One Page
- One font throughout
- Use bold or lines for dividing sections
- Bullets are better than full sentences (except objective)
- Smart use of white space
- Make sure everything is aligned.
Sample of final paragraph:
"I welcome the opportunity to discuss how I can contribute to Clemson University. I am available via phone (123-123-1234) and email (email@example.com) to discuss the opportunity for an interview. Thank you for your consideration, and I look forward to hearing from you."
The digital portfolio is not covered in the textbook, but it is essential to jobs that require proof of experience and work. An English major could use this to get a job in a design, PR, or marketing firm. An Engineer could use this to get a job requiring design, technical writing, and presentations. These portfolios are also good to have on hand when going to job fairs.
For this portion of the raid, you are to create a digital portfolio of work you've done in this class and others to showcase your design and technical skill. It is important to be ethical and only include work that you worked on.
Suggested Sites for a Portfolio:
Here are some examples:
They key is to make sure you are organized, have solid headings with explanatory text, and embedded examples. It is ok if you don't have a lot of examples; show off what you do well!
Markel has a solid example of the cover letter on pg 412, but shows a solid example on pg The cover letter is important because not only does it explain who you are, but it also states why you want the job. The resume shows your skills, but it doesn't explain why you are qualified or what you can do for the company. The cover letter is your narrative, so you are going to have to talk about yourself. Here are the moves you will make:
- Address it as a letter
- Introductory paragraph which explains the position you are applying for
- Highlight a few key points from your resume
- Have an education paragraph
- Have an employment paragraph
- Concluding paragraph with personal information and statement about interview
How to Submit
The digital portfolio should be listed under your contact information on your resume. The resume and cover letter should be combined PDFs (one document) with the cover letter first. This PDF should be submitted to the Quest Board under Raid 3.
If you already have all of your documents, you can make small revisions to them and then write a small reflection about what changes you made, what you added from class (and why/why not), and why you made the design choices you did. The reflection (along with the documents as one PDF) should be uploaded to the Quest Board under Raid 3.
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 Dec 3th.