Game Design – Week 10 – GTD – Getting Things Done – Part 2

Image from BiggerPlate.com

Teens are overwhelmed, partly because they don’t yet have the skills to manage the unprecedented amount of stuff that enters their brains each day.  – from LifeHacker.com

“Your mind is for having ideas, not holding them.”

“You can do anything, but not everything.”

― David Allen, (GTD) Getting Things Done for Teens: Take Control of Your Life in a Distracting World

SUMMARY

  • I did a good amount of homework.

PRACTICE ROOM (TUTORIALS

Unity – C#

  • lesson 5

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Animated Book Summary And Review at YouTube

You are going to learn to develop your own version of David Allen’s Getting Things Done (GTD) process in this ‘room.’

  • I learned that most of the reasons why teens have trouble getting things done is because it is hard for them to focus for a long time. Some things you can do is talk to someone about it or write it down.

LAB (THEORY PRACTICED)

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
Screenshot from Animated Book Summary And Review at YouTube

OUTSIDE (PRODUCTIVITY & THE BRAIN)

  • I saw some kids so I hung out with them for a bit but for the most part it was fun.

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned how to manage most of my school work and stay on task.

Game Design – Week 14 – Intro to Analysis

“Judy Garland, Hedy Lamarr and Lana Turner” by classic film scans is licensed under CC BY 2.0

“Analysis gave me great freedom of emotions and fantastic confidence. I felt I had served my time as a puppet.”

Hedy Lamarr

SUMMARY

  • Something I learned last week was changing most bad habits of mine.

CLASSROOM (THEORY & ANALYSIS)

  • I played rocket league

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

Image from bananatreelog.com
  • This helped me mentally and it refreshed my mind.

ARCADE

  • Fortnite and rocket league.

WHAT I LEARNED and PROBLEMS I SOLVED

  • I fixed some of my grades and I am less active on my phone

WEEKLY ACTIVITY EVALUATION

Game Analysis: Rocket League

Game Play Analysis

Formal Elements
The Basics
Name of the gamerocket league
The platformconsole, pc
Time played (should be at least 30 minutes)3 hours
If you could work on this game (change it), what would you change and why?Nothing really
PlayersNOTES
How many players are supported?most 6 least 2
Does it need to be an exact number?no
How does this affect play?makes it more fun if more
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.
Objectives/GoalsNOTES
What are the players trying to do?trying to rank up and win
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).
Rules/Mechanicsthere is air rolls and flips you can do
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.
ControlsNOTES
What controls are used?controller and keyboard and mouse
Was there a clear introductory tutorial?no not really
Were they easy to understand or did you find yourself spamming the controller?spamming the controller
Resources & Resource ManagementNOTES
What kinds of resources do players control?boost
How are they maintained during play?you can drive to a boost pad
What is their role?there is an attacker and goalie
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?a lot of information
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?striker usually goes first
How does play flow from one action to another?if ball goes on your side then goalie should try to pass to striker
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.
Player Interaction^^^
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.
Theme & NarrativeNOTES
Does it have an actual story structure?no
Is it based on a historical event (or similar)?no
Does the theme or narrative help you know how to play?n
Does it have emotional impacts?no
Also, look for en media res (does it start in the middle of the game)?no
The Elements in MotionNOTES
How do the different elements interact?they dont
What is the gameplay like?very fast
Is it effective?yes
Are there any points where the design choices break down?no not really
Design CritiqueNOTES
Why did the designer make these particular choices?to make the game look good
Why this set of resources?That is what best for the game
What if they made different decisions?It would be better
Does the design break down at any point? no

raphics & Sound
NOTES
Does the game art pair well with the mechanics?
yes

Did you find any bugs or glitches?
sometimes

What about sound?
its good

Can you spot any technical shortcuts?
no

Various Stages of the Game
NOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:



What challenges do you face, and how do you overcome them?

beating an opponent and you just have to be smarter

Is the game fair?

yes

Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?
no not really


What is the intended audience?

there is none

What is the core, the one thing you do over and over, and is it fun?
flips and yes

Game Analysis: Fortnite

Formal Elements
The Basics
Name of the gameFortnite
The platformconsole, pc, switch, ios
Time played (should be at least 30 minutes)10 hours
If you could work on this game (change it), what would you change and why?make it a game that is actually fun
PlayersNOTES
How many players are supported?100 in a br
Does it need to be an exact number?no it doesn’t
How does this affect play?the more people the more competitive
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.
Objectives/GoalsNOTES
What are the players trying to do?usually just get a win
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).
Rules/MechanicsThere is building where you can cover yourself
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.
ControlsNOTES
What controls are used?keyboard and mouse, controller
Was there a clear introductory tutorial?no not really
Were they easy to understand or did you find yourself spamming the controller?easy to find
Resources & Resource ManagementNOTES
What kinds of resources do players control?materials, ammo
How are they maintained during play?players get materials and ammo
What is their role?not really
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?it depends on the view distance
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?If you see another player in battle royale
How does play flow from one action to another?depends if you are playing with people or not
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.
Player Interaction
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.
Theme & NarrativeNOTES
Does it have an actual story structure?no
Is it based on a historical event (or similar)?no
Does the theme or narrative help you know how to play?no
Does it have emotional impacts?no
Also, look for en media res (does it start in the middle of the game)?
The Elements in MotionNOTES
How do the different elements interact?
What is the gameplay like?cartoon game
Is it effective?
Are there any points where the design choices break down?Yes because they can change the graphic engine anytime they want
Design CritiqueNOTES
Why did the designer make these particular choices?To make the game look better
Why this set of resources?
What if they made different decisions?the game would be better
Does the design break down at any point?yes because it isn’t good right now
Graphics & SoundNOTES
Does the game art pair well with the mechanics?yes it does
Did you find any bugs or glitches?yes sometimes
What about sound?good sound
Can you spot any technical shortcuts?
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?
Is the game fair?You have to be good, but there is a lot of luck
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?
What is the intended audience?
What is the core, the one thing you do over and over, and is it fun?

Game Design – Week 13 – Changes

“The successful free to play games are selling positive emotions. Not content.” – Nicholas Lovell

“It should be the experience, that is touching. What I strive for is to make the person playing the game the director.” – Shigeru Miyamoto

SUMMARY

  • My weekly summary was that I sat home and went on my phone, I did school work, and i worked out.

PRACTICE ROOM (TUTORIALS)

Screenshot from Sololearn.com

Unity – C#

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Extra Credits Channel
MDA image from Wikipedia
  • Sensation (Game as sense-pleasure): Player enjoys memorable audio-visual effects.
  • Fantasy (Game as make-believe): Imaginary world.
  • Narrative (Game as drama): A story that drives the player to keep coming back
  • Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
  • Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
  • Discovery (Game as uncharted territory): Urge to explore game world.
  • Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
  • Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.

MDA Notes

  • Mechanics –  its rules, every basic action the player can take in the game, the algorithms and data structures in the game engine etc.
  • Dynamics –  run-time behavior of the mechanics acting on player input and “cooperating” with other mechanics.
  • Aesthetics – the emotional responses evoked in the player.

LAB (THEORY PRACTICED)

  • Mechanics are the base components of the game – its rules, every basic action the player can take in the game, the algorithms and data structures in the game engine etc.
    • Dynamics are the run-time behavior of the mechanics acting on player input and “cooperating” with other mechanics.
    • Aesthetics are the emotional responses evoked in the player.

Brainstorm Ideas for Each of the Eight Categories

  1. Sensation (Game as sense-pleasure): The player enjoys memorable audio-visual effects.
    • Have the highest quality of sensation and have good audio.
  2. Fantasy (Game as make-believe): Imaginary world.
    • You have good props and creatures and things added to the game such as animals or trees or cars
  3. Narrative (Game as drama): A story that drives the player to keep coming back
    • Have interesting details to have them locked in.
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    • Have challenges to overcome like a thing like donkey kong.
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
  6. Discovery (Game as uncharted territory): Urge to explore the game world.
    • Place idea here…
  7. Expression (Game as self-discovery): Own creativity. For example, creating a character resembling player’s own avatar.
    • Place idea here…
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
    • Place idea here…

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

Worksheet from bananatreelog.com

I saw some people and waved but it made me less stress.

STUDIO (CREATIVITY)

Screenshot from Construct.net
  • Set a timer
  • Spend 30 minutes in this ‘room’
    • Read the Construct Manual Sections
      • Home
      • Getting started
      • Overview
      • Interface
      • Project primitives
      • Tips & guides
      • Behavior reference
      • Plugin reference
      • System reference
      • Scripting
  • I learned how to use the system a little more. I can use the tools and be able to optimize better.

CONTROL ROOM (PRODUCTION)

Screenshot from Construct.net
  • You usually construct a project with a team with more people so they could help and you guys can create a better project. It will be easier to manage with the more amount of people.

WHAT I LEARNED and PROBLEMS I SOLVED

  • A couple problems I fixed is that I fixed my sleep scheduled, I also fixed some of my assignments and i manage my time now.

WEEKLY ACTIVITY EVALUATION

Game Design – Week 11 – Updating Workflow – Mind Like Water

“‘Be shapeless and formless.. like water’ (Bruce Lee)” by Akinini.com is licensed under CC BY-NC-ND 2.0

“Have a mind like water.”

― David Allen,  GTD

SUMMARY

  • The getting things done blog helped me a lot with all my assignments, it helped me get everything finished and on time

PRACTICE ROOM (TUTORIALS)

  • Set a timer for 30 minutes in this ‘room’

Construct 3 / PlayCanvas – Javascript

  • The lesson that I did was the javascript one and I learned about how it works and what is about it

Unity – C#

  • I learned the basic concepts of how it works and what is about it.

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Construct.net
  • Construct 3 has a very powerful game design network where you can design anything you want. Games, characters, shows anything. You can be very creative with anything in this.

LAB (THEORY PRACTICED)

Screenshot from editor.construct.net

OUTSIDE (PRODUCTIVITY & THE BRAIN)

Image from bananatreelog.com
  • A way I can maximize my day and be satisfied with what I do is first I do all of my assignments at the start of the day so I do not need to worry about it later. Then I hang out with my family and watch shows and do stuff with them. Then maybe play a little video games. Then take walks and go to bed.

STUDIO (CREATIVITY)

Screenshot from Construct Begginer’s Guide
  • I am gonna make a game character of any sort and put grass under and a sky.

CONTROL ROOM (PRODUCTION)

WHAT I LEARNED and PROBLEMS I SOLVED

  • What I learned is that I can use construct.net to create anything and have fun creating games and characters and stuff. Problems I solved is how to manage everything right now.

WEEKLY ACTIVITY EVALUATION

Week 9 – GTD – Getting Things Done – Part 1

“Day 092/366 – To Do List” by Great Beyond is licensed under CC BY-NC-SA 2.0

Your toughest work is defining what your work is! –  Peter Drucker

SUMMARY

  • I learned how to make a flowchart

CLASSROOM (THEORY & ANALYSIS)

PRACTICE ROOM (TUTORIALS)

Image of David Allen at TED Talk
Screenshot from David Allen TED Talk

In this ‘room’ you are going to try Getting Things Done (GTD).

STEP 1: MAKE A LIST

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
  • Algebra: Do my homework assignment and pages for the week
  • Health: Do the google slides I need to do for my project
  • Science: Work on any assignments she gives later in the week
  • Spanish: He hasn’t assigned anything yet
  • English: keep reading my book and do parts of the essay

STEP 2: NOTICE WHAT YOU NOTICED

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
  • Prioritized:
  • English
  • Health
  • game design
  • Math

STEP 3: SET A TIMER

https://giphy.com/gifs/time-clock-konczakowski-d3yxg15kJppJilnW

OUTSIDE (PRODUCTIVITY & THE BRAIN)

David Allen image
Oct. 2020 Lucidchart interview with David Allen
Image from FastCompany Magazine, https://www.fastcompany.com/3026827/the-brain-hacks-top-founders-use-to-get-the-job-done
Image from FastCompany Magazine, https://www.fastcompany.com/3026827/the-brain-hacks-top-founders-use-to-get-the-job-done
  • A way you can get to the top is by working on yourself and only yourself, care for others and help others, believe in god and think positive
  • What I learned from taking a walk is that there is so much nature outside and so many nice things and we should takw advantage of it.

OPTIONAL EXERCISE – Literally, read the article and go for another walk 🙂

 Katia Verresen homepage
Katia Verresen, kvaleadership.com

“I coach C-suite executives and rising stars from the earliest startups to Fortune 100 companies. My passion is to help ambitious leaders achieve their full human potential.”  – Read more about Katia…

WHAT I LEARNED and PROBLEMS I SOLVED

Things I learned is that I should always stay positive no matter what and never think bad stuff, care for others and yourself.

WEEKLY ACTIVITY EVALUATION

Game Design – Week 8 – Logic, Flowcharts, and Coding

“Binary code” by Christiaan Colen is licensed under CC BY-SA 2.0

SUMMARY

  • Last weeks summary was that I learned a lot of things for game designing and it seems really interesting.

PRACTICE ROOM (TUTORIALS)

PlayCanvas

Screenshot from Sololearn.com

Unity

Screenshot from Sololearn.com

CLASSROOM (THEORY & ANALYSIS)

Image from https://monkeyblogmonkeydo.com/2010/07/19/so-duh-pop-quiz-classic-video-game-flowchart-edition/
  • Learn the point situation
  • Learn what you do when a person reaches 20 points in your game.
  • Make up the routes to what the person rolls
  • How many roles will a person get
  • How many players can play
  • How long would the game usually take to finish and how many people can win

Mr. Le Duc’s Flowchart Shape Guide

More Flowchart Creation Resources

LAB (THEORY PRACTICED)

  • https://app.diagrams.net/#G17DupPWeStMOOeA70Zo6Npn9RID8Up0Hq
  • What I learned from this is I can basically make anything I want and how I want it and hw to make a flowchart.

OUTSIDE (CREATIVITY & THE BRAIN)

  • When I was walking and I walked after I watched that video and I realized that I could be anything I wanna be and anything I can be and I should never give up.I just have to really work hard and have a good mindset about things.

STUDIO (GAME DESIGN)

Unity

Screenshot from Unity.com

WHAT I LEARNED and PROBLEMS I SOLVED

One problem I solved was not learning how to make flow charts and mostly just game designing in general. I didn’t know how to set up a game and how everything works.

Game Design – Week 7 – Tools, Time, and Rooms

CreativeCommons image Tool Stash by Meena Kadri at Flickr.com

SUMMARY

  • Last weeks summary was abut workflow and it was basically about how to do an project and how to turn it in and ask for help and what things we should use to get it done.

PRACTICE ROOM (TUTORIALS)

  • Unreal engine is a great engine that I chose.
https://www.youtube.com/watch?v=QJpfLkEsoek

I chose this video specifically because it shows you how to make a game and a good tutorial on how to make it. Unreal engine is a great engine for game designs and has some really great features.

CLASSROOM (THEORY & ANALYSIS)

What I learned from this video is that you need to figure out which features are gonna make your game really fun and what features you need to make it work. You also need to make a prototype asap because that is a key part to game designing.

Game Genres from the Simplest and Most Difficult to Create

  1. Racing Game
  2. Top-Down Shooter
  3. 2d Platformer
  4. Color Matching Puzzle Game
  5. 2D Puzzle Platformer
  6. 3D Platformer
  7. FPS
  8. JRPG
  9. Fighting Game
  10. Action Adventure
  11. Western RPG
  12. RTS

LAB (THEORY PRACTICED)

What I learned from the first video is that when you play your game you have to experience your games and see what is wrong with them and what is right. change the right things and make it better. What I learned from the second video is that if you wanna be a god designer you play all types of games even if you don’t like the certain game genre. Also some really important things for designers to know is that you have to set up the most important keys first. that will help with everything else.

OUTSIDE (CREATIVITY & THE BRAIN)

I went outside and I was trying to accomplish something. I was trying to accomplish to stay outside for a long time and make some friends, I didn’t really have luck since no one really goes outside now. But I went to this gas station and made a friend there. we exchanged numbers and we call sometimes. Overall it was really cool.

STUDIO (GAME DESIGN)

  • Idea #1 Adventure

A guy and a girl wake up in a forest and they are trying to get out of it but they have to go through a lot of obstacles and it becomes really hard at night because it is hard for them to see and they don’t have flashlights or anything. But when they get out they come to a surprise.

  • Idea #2 Racing game

You go against your opponents trying to collect coins and special things you can use against them. It has 5 laps and there are multiple maps you can choose from. Some maps are like in towns and some are like on a freeway. You can get speed boost on your way by collecting more coins.

  • Idea #3 A scary VR game

You wake and you are in a house but little did you know it was haunted. You have three lives and yes that may sound a lot but it is decently easy to get killed. There are ghost trying to kill you and this one sinister who can appear out of no where. Your job is to try to escape and make it out alive with at least one life.

  • Idea #4 Shooter game

A battle royal with 100 players where you have all certain weapons and there is natural cover that you can protect yourself in and you spawn somewhere and you battle to the death.

  • Idea #5 Puzzle game

You are in a find the button map and you have to try to find a small button in a forest, There are all types of things that can be blocking the button like trees, rocks, and maybe animals.

WEEKLY ACTIVITY EVALUATION

  • OK I submitted the survey

What is workflow?

Image Creative Workflow from Behance.com, https://www.behance.net/gallery/27919515/Creative-workflow-GIF

Work•flow /ˈwərkflō/

“The sequence of industrial, administrative, or other processes through which a piece of work passes from initiation to completion.” – lexico.com

What is a quality workflow?  How do we develop it?  Below are elements of the production cycle that most creative people move through as they create something.  First, we must identify the stages of project production. What is each stage and what are the quality checks for each stage. 

Stages of Creation Development

Inspiration

How do we find ideas to develop?

  • WHAT TOOLS SHOULD WE USE?
  • We should use our background knowledge and what we know from the past and do some research and just talk about what makes us happy.
  • WHAT PROCESS SHOULD WE USE?
  • We should see what we are going to talk about first then set up how the format is gonna go and then put all the information in and publish.
  • HOW DO YOU MEASURE QUALITY?
  • We analyze it and fix all the errors and mistakes and we put it what belongs.
  • WHO MEASURES QUALITY?
  • We do

Intention

How do we clarify our specific goal(s) for a project?

  • WHAT TOOLS SHOULD WE USE?
  • We should use the resource links and include it at the end of the publish.
  • WHAT PROCESS SHOULD WE USE?
  • Find out what sources you gonna use for the project then include it.
  • HOW DO YOU MEASURE QUALITY?
  • You see if the source is giving quality information or bad information.
  • WHO MEASURES QUALITY?
  • We do and the source tellers.

Pre-production

How can we brainwrite, brainstorm, storyboard, and plan our ideas at this phase?

  • WHAT TOOLS SHOULD WE USE?
  • We have to use what we know and the things we have to brainstorm stuff.
  • WHAT PROCESS SHOULD WE USE?
  • Think hard and long and find things you can talk about.
  • HOW DO YOU MEASURE QUALITY?
  • you make sure the ideas are useful.
  • WHO MEASURES QUALITY?
  • We do.

Production

How do we communicate with each other and execute our plan for this phase? This is where we actually make the project.

  • WHAT TOOLS SHOULD WE USE?
  • We have to be able to talk to eachother and put all of our plans together,
  • WHAT PROCESS SHOULD WE USE?
  • We all say what our ideas are and put them together.
  • HOW DO YOU MEASURE QUALITY?
  • WE see if all of our ideas go together.
  • WHO MEASURES QUALITY?
  • The whole group.

Post-production

How do we communicate with each other and execute our final stages of the project for this phase? This is where we publish the project.

  • WHAT TOOLS SHOULD WE USE?
  • All of our finishing skills.
  • WHAT PROCESS SHOULD WE USE?
  • See what it looks like at the end and if it looks good we publish.
  • HOW DO YOU MEASURE QUALITY?
  • We see if the whole project looks good at the end.
  • WHO MEASURES QUALITY?
  • The whole group does.

Presentation/Performance

How do we share our project with our learning community, advisory members, and the world?

  • WHAT TOOLS SHOULD WE USE?
  • We use things to publish or just share to Mr. Le Duc
  • WHAT PROCESS SHOULD WE USE
  • We go over all of it and make sure it is ready to be published.
  • HOW DO YOU MEASURE QUALITY?
  • We let Mr. Le Duc see it and grade us,
  • WHO MEASURES QUALITY?
  • The teacher or advisor.

Feedback

How do we conduct a feedback session at the end of the project development cycle?

  • WHAT TOOLS SHOULD WE USE?
  • We see what the teacher said and read all of the comments.
  • WHAT PROCESS SHOULD WE USE?
  • There is not really a process.
  • HOW DO YOU MEASURE QUALITY?
  • Next project my group does something build off of what the teacher said.
  • WHO MEASURES QUALITY?
  • Us and Mr. Le Duc.