[DML Competition 4: Badges for Lifelong Learning]

Sackboys and the Mysterious Proof kickoff meeting 8/28/10

DML Winner
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We met for the first time as a team today at Argo tea on 22nd street and broadway. We are thrilled to have Claudio Midolo joining our team awesome. Claudio is a pro educational game designer/photographer/LBP builder, our long-missing LBP sibling from Italy. The meeting went smooth, we had a lot of ground covered in a matter of two hours. We went straight into our biggest concert: more contents needed! Because of the extra fundings and People's Choice Award at E3, our original proposal of three consecutive levels has now become nine levels. Dilutimg the original content to cover nine new levels will spread our old research too thinn. So, more research is needed, a new core proof needs to be found, a new overall goal need to be defined, etc... Here are some climax moments from our kickoff meeting:

  • We're all agreed that Albert looks very happy in his new Hong Kong apartment.
  • As a team, we identified the overall goal for all 9 levels is to "get players started with geometry proof". We think getting from the givens to the first statement and the correspondent theorem is always the hardest, but there are tricks.
  • 5 consecutive levels + 4 challenges. (*rough*)
  • Our first task is to familiarize ourselves with Common Core State Standards for MATHEMATICS, so we can get an idea of what are being taught in the classroom in general.
  • Get insights from teacher friends on understanding geometry proof, and collect more tricks on making the first statement.
  • "If students are practicing geometry outside of academic context, they are learning." We are hoping players can use what they learn in the classroom to solve the mysterious proof in LBP.
  • Stephanie wants a preying room, stained glasses, and a giant Jesus robot.
  • Observation deck, observation deck, and observation deck. ( with planet sockets )
  • walking from an analogue room to a digital ( pixelated ) room. ( see design/deco shifting )
  • encounter misconceptions in a storage room.
  • Claudio learned kou kou, what is kou kou again?
  • 1st design stage process: teaching documents, interviews, and researches => game mechanics, puzzles, and contraptions => mix and match to create a progressive set of steps to achieve the overall goal (The Big Idea) => place them in order on the narration arch to create a complete story => went in details of each plot/room/level goal => alternate game mechanics, puzzles, and contraptions in level design to spice things up in each level => define theme (overall and each level) => create and share basic assets => build like mad men
  • circling around Stephanie's face with mouse cursor.

We are very excited about the extra six levels because we are able to go even deeper into the mysterious proof with sackboys.

kickoff meeting