The Parsons Scholastic collab was a great lesson in large group design. The professors, Isaac Souweine and David Langendoen, brought a rough concept for a monster battling RPG for children 8 to 12 years of age to the class. During the first several weeks we spent time in small groups refining the concept and coming up with different manifestations. Some ended up in the final document others missed the mark, but as a whole all helped to steer the direction of our game. During this phase I first worked with Scott Hartman and Cicek Neftci. We came up with several variations on concepts we felt would make good additions to the games core design. These themes included duel identities, monster collection, and player taking the role of a monster. I than worked with Karim Carreia. Our goal was to take some of the concepts garnered from the first concept round and develop a holistic game concept. Our concept centered around a players moral choices. This concept missed the mark, it was geared towards an older crowd than our target demographic, though it was a valuable exercise and helped solidify the concepts of customization and player choosing there game experience for me moving into the next phase.
Our professors took all of the concepts from the previous rounds and funneled them into one cohesive concept. From this point forward we would be split into groups with specific functions: Art, Interface and Game Design. My request to be put into the game design group was granted. I worked with Nancy Wei on further developing the presented concept. Nancy and I had a lot of fun developing the concept and creating our design presentation.
For the final phase of the project our goal was to come up with a game brief. Here individuals focuses narrowed on flushing out specific aspects of the design. I spent most of my time developing the branching quest structure.
Overall this class was worth taking and I am satisfied with the output.
From the begining
Scholastic hiku
for explaining what I did
game design monster
Monday, December 17, 2007
Matt's Work Haiku
Interface design?
Map illustrations? Quest view?
The catalogue? Yes.
* I worked on the interface design with Scott. We came up with the solution of map access and the final functionality of the nodal quest view. I also completed the illustrations for the map, designed the interface background/frame, the catalogue design, and was the lead presenter for the project.
Map illustrations? Quest view?
The catalogue? Yes.
* I worked on the interface design with Scott. We came up with the solution of map access and the final functionality of the nodal quest view. I also completed the illustrations for the map, designed the interface background/frame, the catalogue design, and was the lead presenter for the project.
Cicek and Carolina (continue)






The fun part of the process was the interpretation of Phillip’s story. Cicek and I tried to stick to the narrative as possible and imagine spaces, colors, shapes, and objects that will help bring the story to life. The design choices were always influenced by how the characters occupy and interact with the space. Our design process was a constant sketch iteration process, based on 2D space views and perspectives, which gave the illusion of 3D spaces.
We think that at the end the biggest learning experience we gain was working as a “little team” inside a huge team. Decisions sometimes were difficult to make, and keeping a unify visual language was as well. Not all the work was produced as a team and a lot was “lost in translation”.
At the end, all that is left to say is THANKS ALL!!!
Carolina and Cicek
As a part of the visual design group we were mostly responsible in coloring the overall game and designing the worlds. Carolina made the raw designs for the world and I destroyed her artwork with color :)



Next to that Carolina also designed the moodboards for the game, which carried different color palettes for different elements (character, world etc) of the game. And finally I messed around with a small animation of the transition of the mirror.



Next to that Carolina also designed the moodboards for the game, which carried different color palettes for different elements (character, world etc) of the game. And finally I messed around with a small animation of the transition of the mirror.
Game Design - Phase 3 Process Documentation (Nancy)
Week 1
- Went over new game document, discussed what to keep, what not to keep, and decided on monster suit classes and general story direction
- Listed out Player Room specs and brainstormed on Realm Map navigation (first stage realm map navigation)
- This was when Philip's 42pg document was created :) went back to edit game documents and incorporate story (ex. mirror/closet)
Week 2
- Further discussed the gameplay as it relates to narrative with discussion or feedback from class
- Created a document on the social aspect of game, and worked with Philip to tie narrative to game
Week 3
- Listed out all important game specs for PowerPoint (preparation)
- Revised social aspect of game through class feedback and critique (evoked more questions)
Week 4
- Listed out PowerPoint slide orders, key points and necessary arts for visual design team (group discussion)
Final Weeks
- Worked on putting together presentation PowerPoint
- Helped with Graphic Design team (3 graphics with references to Philip's sketch)



Philip's Sketch
- Went over new game document, discussed what to keep, what not to keep, and decided on monster suit classes and general story direction
- Listed out Player Room specs and brainstormed on Realm Map navigation (first stage realm map navigation)
- This was when Philip's 42pg document was created :) went back to edit game documents and incorporate story (ex. mirror/closet)
Week 2
- Further discussed the gameplay as it relates to narrative with discussion or feedback from class
- Created a document on the social aspect of game, and worked with Philip to tie narrative to game
Week 3
- Listed out all important game specs for PowerPoint (preparation)
- Revised social aspect of game through class feedback and critique (evoked more questions)
Week 4
- Listed out PowerPoint slide orders, key points and necessary arts for visual design team (group discussion)
Final Weeks
- Worked on putting together presentation PowerPoint
- Helped with Graphic Design team (3 graphics with references to Philip's sketch)



Philip's Sketch
Wednesday, November 14, 2007
Course Summary - Phase 2
The very first post on this blog recaps the first main phase of our Scholastic Collab Studio Fall 07. The narrative ends with the submission of five different creative briefs that present full-fledged interpretations of what a Monster Quest game could look like.
Phase II of the Collab Studio was kicked off with a new Monster Quest creative brief that was created by the instructors based on the content in the student creative briefs. The new brief was entitled Mail Order Monsters. The core vision for the game was as follows:
As the possessor of a mysterious (and magic) catalog of monster costumes, the player buys fantastical outfits that, when worn, transport him to a dreamlike realm where he is transformed into a powerful creature c.f. Ben Ten. In this realm he is the Guardian of a small tribe of humans (and other players are Guardians of different tribes). The player plays mini-games, goes on quests, and explores the realm to help, protect, and grow his tribe.
The core elements that made up the brief included:
The Mail Order Monster brief was presented to the class and a lively discussion ensued. The class was then broken into four teams -- two to work on visual design and two to work on game design. The efforts of the teams were meant to be complimentary but also overlapping and competitive in a friendly sort of way. The goal was for each team to attack a set of well-defined design problems and then present those solutions to the larger group, including outside visitors from the Scholastic Lab for Informal Learning.
Below you can read posts from three of the four teams describing their efforts in Phase II. With the completion of their work, we have moved into phase III, with all members of the class cohering around a single design vision, team roles and execution plan in preparation for presenting a final conceptual prototype on December 12.
Phase II of the Collab Studio was kicked off with a new Monster Quest creative brief that was created by the instructors based on the content in the student creative briefs. The new brief was entitled Mail Order Monsters. The core vision for the game was as follows:
As the possessor of a mysterious (and magic) catalog of monster costumes, the player buys fantastical outfits that, when worn, transport him to a dreamlike realm where he is transformed into a powerful creature c.f. Ben Ten.
The core elements that made up the brief included:
- Collecting - The player has an avatar that can collect, improve and level up multiple magical monster suits/costumes.
- User generated content - The player can craft her own suits and customize pre-crafted suits/costumes.
- Mini-gaming - Part of the game experience involves playing mini-games.
- Questing - Part of the game experience involves questing and RPG style gaming.
- Community - Players can show off their collections to each other and in massively multi-player environments.
The Mail Order Monster brief was presented to the class and a lively discussion ensued. The class was then broken into four teams -- two to work on visual design and two to work on game design. The efforts of the teams were meant to be complimentary but also overlapping and competitive in a friendly sort of way. The goal was for each team to attack a set of well-defined design problems and then present those solutions to the larger group, including outside visitors from the Scholastic Lab for Informal Learning.
Below you can read posts from three of the four teams describing their efforts in Phase II. With the completion of their work, we have moved into phase III, with all members of the class cohering around a single design vision, team roles and execution plan in preparation for presenting a final conceptual prototype on December 12.
Monday, November 5, 2007
Visual Desing - Group 2

Our intention as one of the visual design group was to create the feeling of a world trap into the old and the new, a futuristic mechanical world in which every object will have a double functionality and a life of their own. Walking teacups, self-operating closet and an interactive monster catalog are some of the examples. We wanted from the beginning to present a fantastical world, this idea was the editorial voice along our design decisions. Another important element was to offer a real-time customization of the space; the bedroom should be a true representation of how the user envisions the space. Changing the color of the different objects in the room, adding his own picture to the picture frame on the desk and building a personalize and unique collection of monster suits are some example of how the user engage with the game and feels that he is part of the creation of the narrative.



There are three central objects of interaction in the room. The bulletin board in which the user will find a “snap-shot” of every single monsters suit he build, including a small description, time and date of creation, and name of the suit. He will also be able to visualize through a map places we already visit and places and quest he want to pursuit.


The desk is the central interactive design space; here the “magic” monster suit catalog is located. This construction interface will allow to customize the suits by dragging and dropping from a menu of preset parts. Every part can be change in color, size and position. At the beginning the user will have the opportunity to chose from a pre-made selection of four suits, and latter will have the possibility to alter them in a more unique way. One example of the choices that the player will have when deciding how to build the suits are”
Eyes:
Normal Eyes: These are regular looking eyes that most of the suits come with.If a specific shape isn’t specified, players have the option of choosing either round or oval shapes. These eyes come in red, orange, yellow, green, blue, violet, brown and black, unless otherwise specified.
Nocturnal Eyes: For some monster suits, players have the option of selecting Nocturnal Eyes, which only come in a yellow color, but are valuable for finding items at night time or in darkened areas.
The Sightless Eye: The Sightless Eye is an upgrade that can exist only ifcomputer-controlled ghosts exist within the game (and it is my hope that that they will). The Sightless Eye is completely white and resides in the player’s forehead. With it, the player can see and communicate with ghosts that are sure to be littering the land. Valuable information can be gleaned from ghosts.




The last object is the bead. The bead is a transportation and storage device. Once your monster suit order is made from the catalog the bead will display under it the collection of suits. It will rise up in two legs. What a more perfect place to “hide” your collection. As the suit is created, a description card is automatically produce, including the snap-shot of the suit and all the information to be post on the bulletin board, so that it could be easy access and is also a way to keep track of all the creations, you never know when you will need one.


The bedroom is definitely the players’ first interaction with the game. Is the entrance to this magical world. Our goal was to make it engaging and interactive as possible. As soon as the player entrance he will taste what the world is about, what kind of adventures will be awaiting him, and how far he is part of the game, what kind of choices he can make to create it his own.
Saturday, November 3, 2007
Game Design Group 2 - Joe & Nancy
During this project phase, Joe and I fleshed out different components in the first draft of Mail Order Monster document, such as Monster Catalog and player locations, to complete the course of the game. Our goal was to design the ultimate customizable game experience, which includes character design and abilities, style in gameplay, and environment personalization, as well as emphasizing the duality of the imaginary and the real world (The Realm vs. Player Room).
Mail Order Monsters (draft#2)
Game Diagram

The user begins the game in the Player Room, where he or she can create monster costumes through the Monster Catalog. Using a transportation device, such as the chair or the bed, the player transforms into a monster who takes care of the Village inside the Realm (the world of imagination). In the Village, the player can take part in the primary mini-games, which are story-driven single-player games that help the villagers rebuild and improve the village, or the secondary mini-games, which are bonus games that pads the gameplay with extra fun! The player can also participate in RPG quest games given by the Village Elder, which ventures out into the Woods (explorable areas outside the Village) and eventually the Capital City. In the Capital City, players can join the Monster Parade to see the Monster looks, weapons, and accessories of other players, and participate in multi-player RPG or multi-player mini-games when they invite other players into their village.
Examples & Precedents:
* Puzzle Pirates is an online game where the player learns how to be a pirate through mini-games. We used the navigation map and panel design of this game as an example of how user interface will look like in The Realm.

The mini-games in Puzzle Pirates, such as "How to Carpent!" and "How to Sail!", are also great examples of our primary mini-games in The Village.


* Another game with great examples for our secondary mini-games is the online game Candy and Clyde

* We decided to use the battle style of Adventure Quest for the primary and secondary single-player RPG Quest games in the Woods.

* For the exploration areas, we took examples from the online mini-game Exile for its user exploration map, where parts of the map is revealed as the player discovers more areas.


Another style of gameplay is from Dragon Fable where the user navigates horizontally through the game locations without a map system.

* For the Capital City, we imagine the city depicted similar to the design and interface of the game Warbears

The inspiration for Monster Parade in the Capital City comes from the Wii game's Mii Parade, where different characters are displayed standing around in a wide screen or marching in the town square.

* The Club Penguin magazine found in different shop corners throughout the game is an example of the Monster Catalog, where the player can purchase special edition weapons, accessories, mini-games/village buildings, and etc...

The Monster Catalog will serve as a newsletter of special events or seasonal and holiday multi-player RPG that takes place in the Capital City. For example, Halloween hunted house adventures, similar to the what has been done in Club Penguin and Dragon Fable.

The Monster Catalog can even include the Monster creation tool.

* We would like the Monster Creation tool to be as flexible or customizable as the Mii creation tool.

For future development (Mail Order Monsters 2.0), the Monster creation tool or any weapon creation tool (for the purpose of User Generated Content) can be as open for personalization as the game creation tool in Drawn to Life a Nintendo DS game for players who like to draw and see their creations animated to life.
Game Diagram
The user begins the game in the Player Room, where he or she can create monster costumes through the Monster Catalog. Using a transportation device, such as the chair or the bed, the player transforms into a monster who takes care of the Village inside the Realm (the world of imagination). In the Village, the player can take part in the primary mini-games, which are story-driven single-player games that help the villagers rebuild and improve the village, or the secondary mini-games, which are bonus games that pads the gameplay with extra fun! The player can also participate in RPG quest games given by the Village Elder, which ventures out into the Woods (explorable areas outside the Village) and eventually the Capital City. In the Capital City, players can join the Monster Parade to see the Monster looks, weapons, and accessories of other players, and participate in multi-player RPG or multi-player mini-games when they invite other players into their village.
Examples & Precedents:
* Puzzle Pirates is an online game where the player learns how to be a pirate through mini-games. We used the navigation map and panel design of this game as an example of how user interface will look like in The Realm.
The mini-games in Puzzle Pirates, such as "How to Carpent!" and "How to Sail!", are also great examples of our primary mini-games in The Village.
* Another game with great examples for our secondary mini-games is the online game Candy and Clyde
* We decided to use the battle style of Adventure Quest for the primary and secondary single-player RPG Quest games in the Woods.
* For the exploration areas, we took examples from the online mini-game Exile for its user exploration map, where parts of the map is revealed as the player discovers more areas.
Another style of gameplay is from Dragon Fable where the user navigates horizontally through the game locations without a map system.
* For the Capital City, we imagine the city depicted similar to the design and interface of the game Warbears
The inspiration for Monster Parade in the Capital City comes from the Wii game's Mii Parade, where different characters are displayed standing around in a wide screen or marching in the town square.
* The Club Penguin magazine found in different shop corners throughout the game is an example of the Monster Catalog, where the player can purchase special edition weapons, accessories, mini-games/village buildings, and etc...
The Monster Catalog will serve as a newsletter of special events or seasonal and holiday multi-player RPG that takes place in the Capital City. For example, Halloween hunted house adventures, similar to the what has been done in Club Penguin and Dragon Fable.
The Monster Catalog can even include the Monster creation tool.
* We would like the Monster Creation tool to be as flexible or customizable as the Mii creation tool.
For future development (Mail Order Monsters 2.0), the Monster creation tool or any weapon creation tool (for the purpose of User Generated Content) can be as open for personalization as the game creation tool in Drawn to Life a Nintendo DS game for players who like to draw and see their creations animated to life.
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