Escolar Documentos
Profissional Documentos
Cultura Documentos
Joseph
Romano
|
Laura
Bacigalupo
|
Ahmed
Al-‐Sinan
Version
1
Thursday,
May
26th
2011
Table
of
Contents
GAME
DESIGN
DEVELOPMENT
5
GAME
DESIGN
DEVELOPMENT
|
VERSION
1:
“THINK
OUTSIDE
THE
BOX”
5
GAME
DESIGN
DEVELOPMENT
|
VERSION
2:
“TITANIUM:
TITAN’S
PERIODIC
QUEST”
6
GAME
OVERVIEW
7
GAME
PHILOSOPHY
7
PHILOSOPHICAL
POINT
1
|
GOAL
OF
THE
GAME
7
PHILOSOPHICAL
POINT
2
|
ACCESSIBILITY
7
PHILOSOPHICAL
POINT
3
|
LATERAL
THINKING
&
CRITICAL
PROBLEM
SOLVING
7
COMMON
QUESTIONS
8
COMMON
QUESTION
1
|
WHAT
IS
THE
GAME?
8
COMMON
QUESTION
2
|
WHY
CREATE
THE
GAME?
8
COMMON
QUESTION
3
|
WHERE
DOES
THE
GAME
TAKE
PLACE?
8
COMMON
QUESTION
4
|
WHAT
DO
I
CONTROL?
8
COMMON
QUESTION
5
|
HOW
MANY
PLAYERS
DO
I
CONTROL?
9
COMMON
QUESTION
6|
WHAT
IS
THE
MAIN
FOCUS?
9
COMMON
QUESTION
7|
WHAT
IS
DIFFERENT?
9
PAGE
2
GAME
CHARACTERS
16
OVERVIEW
16
PERSONALIZING
A
CHARACTER
16
CHARACTERS:
16
TITAN
16
DR.
DAVID
DI
17
DIOIXDE
17
HYDRA
18
PAGE
3
THERORETICAL
CONSIDERATIONS
38
SALEN
&
ZIMMERMAN
MAIN
POINTS,
SUB-‐POINTS
&
VISIBILITY
IN
OUR
GAME
38
LUSORY
ATTITUDE
38
MAGIC
CIRCLE
38
BOUNDRIES
38
SPACE
OF
POSSIBILITY
38
CHOICE
38
INTERACTION
39
SYSTEMS
39
MEANINGFUL
PLAY
39
INTEGRATION
40
DISCERNABILITY
40
PAGE
4
Game
Design
Development
Game
Design
Development
|
Version
1:
“Think
Outside
The
Box”
At
its
conception,
the
game
world
was
nothing
more
than
a
dark
black
box
with
one
avatar
inside.
It
was
a
flash
based
game
that
sought
to
teach
people
to
think
critically
and
alternatively
by
solving
different
puzzles
during
the
game.
The
goal
of
that
game
was
to
get
that
avatar
outside
of
the
box
by
solving
different
puzzles
to
obtain
pieces
of
a
ladder
to
climb
outside
the
box.
The
player’s
role
was
to
attempt
to
solve
a
puzzle
with
the
answer
seeming
obvious,
but
this
is
not
the
case.
Conceptually,
the
player
would
most
likely
end
up
answering
the
puzzle
with
the
wrong
answer,
thinking
that
it
was
as
simple
as
it
looked.
However,
in
order
to
answer
the
puzzle
correctly,
the
person
needs
to
look
at
and
think
about
the
puzzle
differently.
So,
the
player
needs
to
think
outside
the
box
and
that
is
how
we
came
with
name
“Think
outside
the
box”
for
our
game.
The
game
was
intended
to
be
a
single-‐player
game
puzzle
genre
game
to
be
played
on
the
Internet
using
personal
computers.
The
players
had
the
option
to
post
their
results
after
attempting
each
specific
puzzle
on
a
social
media
network,
such
as
Facebook,
MySpace
and
Twitter,
to
share
their
score
and
achievements
with
their
friends,
making
this
a
competitive
game.
The
purpose
was
of
this
game
was
to
expose
the
player’s
thoughts
and
to
suggest
an
alternative
and
more
critical
way
of
thinking.
Also,
this
game
may
have
helped
player’s
to
begin
to
think
about
and
find
alternative
ways
to
solve
any
problems
they
may
experience
in
their
lives.
The
audience
intended
for
this
game
was
open.
There
was
no
age
limit
to
this
game,
but
we
had
a
theory
that
the
younger
the
player
would
have
been
the
individual
to
retain
and
develop
this
critical
thinking
process
throughout
their
lives.
The
game
was
intended
to
be
seen
in
the
third-‐person
perspective
so
the
players
can
see
their
avatar
and
how
the
dark
box
would
look
like.
There
was
no
story
behind
the
game
so
we
never
thought
of
where
that
avatar
came
from
and
how
did
he
ended
up
in
that
box.
The
game
amounted
to
solving
puzzles
so
the
players
will
be
awarded
with
ladder
pieces
to
combine
to
get
outside
the
box.
The
victory-‐condition
was
when
the
avatar
reaches
the
outside
of
the
box
and
sharing
your
success
with
a
network
of
friends
as
the
high
scorer
of
a
specific
puzzle.
The
loss-‐condition
in
this
case
would
have
been
when
another
player
was
inspired
to
achieve
a
higher
score
than
their
networked
friends
in
any
puzzle.
With
that,
players
will
think
more
critically
when
attempting
to
solve
puzzles.
PAGE
5
Game
Design
Development
|
Version
2:
“Titanium:
Titan’s
Periodic
Quest”
Many
changes
have
come
about
regarding
our
game.
We
have
developed
it
based
on
the
feedback
recieved
from
our
first
presentation
in
the
Digital
Games
and
Learning
course
(EDUC
5863).
One
of
the
comments
was
about
the
avatar,
asking
who
he
was
and
how
did
he
ended
up
in
the
box?
We
needed
a
narrative
which
we
never
thought
would
be
necessary
to
a
puzzle
game.
Also,
how
were
we
supposed
to
know
the
level
of
difficulty
of
those
puzzles
since
it
was
not
directed
to
a
certain
age?
Another
issue
we
came
across
is
how
the
puzzles
are
considered
educational.
They
might
teach
us
how
to
think
critically
but
is
there
a
certain
subject
we
may
learn
about
from
these
puzzles
or
is
a
general
knowledge
of
how
to
think
critically
enough?
In
that
sense,
we
had
to
focus
only
on
one
educational
subject
to
make
sure
that
the
players
will
benefit
from
it
in
a
fun
creative
game.
The
gender
issue
was
something
we
never
thought
about,
with
questions
like
why
is
the
avatar
if
only
a
male
gender?
The
game
was
not
intended
to
be
for
the
male
gender
only
but
by
having
a
male
avatar
in
the
game
this
is
how
it
was
perceived.
With
the
issues
we
faced,
we
were
through
it
would
be
best
to
rethink
the
whole
concept
of
our
game.
We
are
not
saying
it
was
something
easy
to
do
but
there
was
one
thing
we
had
in
mind,
the
purpose
of
the
game
should
be
the
same
(critical
thinking)
but
to
make
it
more
specific
and
related
to
a
science
subject
like
Chemistry.
It
was
a
challenge
but
we
made
it
work
so
the
game
now
is
a
puzzle
game
based
on
Chemistry.
And
since
the
game
is
now
about
science
Chemistry
puzzles,
we
had
to
look
and
search
for
an
age
to
that
will
be
suitable
for
students
to
play
it.
One
of
the
main
purposes
of
the
game
is
to
make
it
educational
and
the
fun
element
should
be
there
too.
We
also
added
a
narrative
part
with
different
characters
of
the
game
including
a
female
character
to
make
sure
that
the
game
is
not
directed
to
only
one
specific
gender.
Actually,
the
narrative
part
is
considered
one
important
and
interesting
part
of
the
game.
The
game
world
evolved
from
a
dark
small
box
to
huge
and
wider
area
to
give
the
players
more
freedom
and
more
control
over
the
game
environment.
This
section
is
only
to
give
you
a
brief
history
about
how
the
game
was
in
its
early
stages
and
how
it
developed
from
those
stages
to
what
it
is
now.
This
section
is
also
meant
to
give
you
briefs
details
on
how
or
what
was
done
to
fix
the
issues
we
had
to
make
the
game
better,
enjoyable
and
educational.
We
are
all
proud
to
present
to
you
this
detailed
design
document
of
our
game:
“Titanium:
Titan’s
Periodic
Quest”.
PAGE
6
Game
Overview
Game
Philosophy
Philosophical
Point
1
|
Goal
Of
Game
The
primary
goal
of
our
game
is
the
enhancement
of
science
skills
in
players,
including
rudimentary
science
principles
and
their
application.
This
will
be
achieved
through
the
challenges,
which
are
based
on
multiple
scientific
experiments.
These
principles
will
be
put
into
use
at
the
final
battle
between
Titan
and
Dioxide
in
order
to
illustrate
their
applicability
in
real
life.
Philosophical
Point
2
|
Accessibility
Our
game
will
be
available
as
an
application
for
mobile
devices
such
as
smart
phones,
and
personal
tablets.
We
believe
this
is
an
emerging
field
of
platforms
for
educational
games
and
we
hope
to
capture
this
momentum.
By
making
our
product
compatible
for
the
mobile
device
market,
we
aim
to
reach
a
vast
and
diverse
audience
with
an
entertaining
and
challenging
game
that
provides
players
with
an
opportunity
to
learn.
Philosophical
Point
3
|
Lateral
Thinking
&
Creative
Problem
Solving
“Titanium:
Titan’s
Periodic
Quest”
attempts
to
encourage
alternate
and
creative
ways
of
solving
puzzles
from
its
players.
We
are
helping
show
our
audience
that
there
are
multiple
ways
to
solve
common
problems,
and
this
lateral
thinking
will
help
players
beyond
the
game
in
seeking
innovative
solutions
to
mundane
challenges.
PAGE
7
Common
Questions
Common
Question
1
|
What
Is
The
Game?
“Titanium:
Titan’s
Periodic
Quest”
is
an
educational
game
playable
on
a
variety
of
mobile
platforms
that
helps
players
formulate
creative
and
critical
solutions
to
a
series
of
12
text
and
image
puzzles.
With
correct,
timely
and
accurate
answers,
the
player’s
imprisoned
character
is
flown
onto
the
proceeding
platform
where
he
awaits
his
next
challenge.
Once
all
12
increasingly
challenging
puzzles
are
completed
and
the
evil
boss
Dioxide
conquered,
the
game
has
been
completed.
Common
Question
2
|
Why
Create
This
Game?
We
are
creating
this
game
to
foster
innovative
thinking
in
players.
We
believe
edutainment
games
in
the
current
market
focus
too
heavily
on
memorization
skills
and
don’t
train
new
ways
of
thinking
that
can
be
transferred
into
the
player’s
real
life.
Titanium:
Titan’s
Periodic
Quest
will
train
players
to
find
new
ways
of
answering
apparently
straight-‐forward
questions
related
to
specific
science
content,
and
will
not
focus
on
drill-‐and-‐practice
principles,
common
in
many
edutainment
products.
Common
Question
3
|
Where
Does
This
Game
Take
Place?
The
location
of
the
game
(i.e.
the
puzzles)
takes
place
in
the
secret
underground
lair
of
the
evil
nay
‘doer
Dioxide.
Dioxide’s
lair
is
located
in
Mintropolis;
the
Science
and
Technology
hub
of
the
Western
Hemisphere.
Dioxide’s
lair
is
a
series
of
chambers,
and
trapped
inside
is
Titan,
the
game’s
hero,
who
is
desperately
trying
to
rescue
himself.
As
well
as
regain
control
of
his
power
source
(Titanium)
that
was
stripped
from
him
in
a
battle
against
Dioxide,
Titan
is
also
trying
to
out-‐race
time
in
order
to
save
the
world
from
Dioxide’s
impending
death
ray.
Common
Question
4
|
What
Do
I
Control?
The
player
will
control
the
responses
to
the
various
puzzles
presented.
Once
the
question
is
answered
correctly
Titan
is
permitted
to
move
onto
the
next,
higher
chamber.
The
player
will
manipulate
Titan’s
movement
from
platform
to
platform
as
he
moves
closer
to
his
Titanium.
If
the
player
does
not
successfully
reach
the
succeeding
platform
within
the
given
timeframe
he
will
be
returned
to
the
starting
position
and
will
have
to
start
over.
Additionally,
time
bonuses
earned
for
completing
puzzles
under
the
given
timeframe
can
be
used
at
the
player’s
discretion
whenever
they
feel
more
time
is
needed.
These
“time
bonuses”
are
another
player-‐controlled
feature
of
the
game.
PAGE
8
Common
Question
5
|
How
Many
Players
Do
I
Control?
The
player
will
only
control
the
main
figure
of
Titan,
as
he
journeys
from
platform
to
platform
and
onto
each
succeeding
puzzle.
The
player
will
be
presented
with
arcade-‐
style
controls
(direction
pad,
interaction
and
jump
+
fly
buttons)
on
the
game’s
interface
giving
the
choices
of
horizontal
and
vertical
directions.
Upon
successful
completion
of
each
puzzle,
Titan
will
be
required
to
enter
a
passcode
to
enter
the
next
chamber.
The
player
will
also
control
the
entering
of
this
code
on
an
alpha/numeric
pad.
When
Titan
solves
the
halfway
puzzle,
Dioxide
realizes
there
is
something
amiss:
Dioxide’s
trusty
apprentice
Hydra
has
been
helping
Titan
all
along.
As
Titan
is
sealed
in
the
halfway
chamber,
Hydra
is
thrown
down
into
the
fourth
where
she
must
solve
the
puzzle
to
aid
her
and
Titan’s
release.
At
the
halfway
puzzle
of
each
element
category
the
player
controls
Hydra
the
same
way
as
Titan.
Once
this
puzzle
is
solved,
Titan
is
released
and
the
player
simultaneously
controls
the
two
heroes
(in
the
style
of
Sonic
the
Hedgehog
and
his
side-‐kick
Tails).
Common
Question
6
|
What
Is
The
Main
Focus?
The
primary
focus
of
the
game
is
Titan’s
escape
from
Dioxide’s
lair
and
retrieval
of
the
powerful
Titanium.
Obtaining
the
Titanium
will
prevent
Dioxide
from
using
it
in
his
death
ray,
ultimately
preventing
the
end
of
the
world.
Common
Question
7
|
What
Is
Different?
What
sets
Titanium:
Titan’s
Periodic
Quest
apart
from
its
competitors
is
first
and
foremost
its
focus
on
science
principles
(primarily
Chemistry),
a
topic
not
commonly
featured
in
video
games.
As
an
educational
tool,
this
game
can
be
used
for
its
primary
audience,
which
is
students
in
Grade
7
and
above
(ages
12+),
as
well
it
can
also
serve
as
a
remedial
resource
for
challenged
students.
Our
game
also
asks
its
players
to
develop
lateral
thinking
skills
–
critical
and
creative
problem
solving
tactics
–
opposed
to
the
typical
drill
and
practice
principles
frequently
observed
in
edutainment
products.
Lastly,
our
game
is
unique
in
its
engaging
and
entertaining
game-‐play,
influenced
by
modern
game
and
film
narratives
of
superhero
alliances,
powerful
elements
and
devious
evil
doctors.
The
chosen
platform
of
mobile
personal
devices
also
favors
our
game
as
it
makes
the
product
accessible
to
gamers
of
all
styles
(casual,
hard-‐core,
educators/students)
and
intellectual
levels.
PAGE
9
General
Game
Feature
Set
General
Game
Feature
1
|
Educational
Component
Played
within
a
variety
mobile
platforms
(examples:
iOS,
Android,
BB
OS),
Titanium:
Titan’s
Periodic
Quest
is
an
educational
game
focused
primarily
on
basic
scientific
principles,
with
the
learned
content
of
the
game
being
the
Periodic
Elements
and
how
said
elements
are
applied
to
a
basic
Chemistry
formula.
This
formula
will
be
applied
at
the
end
of
the
game,
as
learned
material
obtained
throughout
game
play
related
to
periodic
elements
is
used
in
a
final
puzzle.
The
basis
of
the
educational
material
utilized
within
this
game
derives
from
the
Ontario
Science
Curriculum
for
Grades
9
and
10.
Here,
the
game
may
be
utilized
as
a
tool
for
preparation
(by
use
of
Grade
7
and
8
aged
players),
a
tool
for
learning
(by
use
of
Grade
9
and
10
aged
players)
and
as
a
tool
for
extension
(for
any
players
in
need).
As
a
secondary
educational
component,
the
development
of
critical
thinking,
problem
solving
and
exploration
skills
will
also
be
addressed
while
fostering
“Lateral
Thinking”
skills.
As
thinker
Edward
De
Bono
theorizes,
Lateral
Thinking
is
solving
problems
through
an
indirect
and
creative
approach,
using
reasoning
that
is
not
immediately
obvious
and
involving
ideas
that
may
not
be
obtainable
by
using
only
traditional
step-‐by-‐step
logic.
With
this,
most
of
the
problems
in
thinking
are
perceptual.
As
de
Bono
states,
“thinking
irrational
once
factors
are
known
produces
fewer
mistakes
than
jumping
to
conclusions
too
soon”
(http://en.wikipedia.org/wiki/Edward_de_Bono).
Creativity
should
be
producible
on
demand
with
the
formation
and
design
from
new
ideas,
and
not
left
to
chance.
General
Game
Feature
2
|
Narrative
Component
Protecting
the
city
of
Mintropolis,
a
superhero
named
Titan
oversees
the
well
being
of
all
citizens.
Born
within
a
cosmic
burst
in
a
supernova
outside
of
Saturn,
Titan
is
a
space
being,
resembling
a
human,
who
traveled
to
Earth
upon
conception
as
a
particle
of
dust,
pressurized
upon
atmospheric
entry
combining
with
particles
of
the
element
of
titanium.
From
this
immense
pressure,
titanium
became
a
part
of
Titan,
his
source
of
superhero
powers
(super
fast
&
high
flying
and
super
human
strength).
Titan’s
titanium
source
is
a
rare
and
powerful
type,
existent
only
on
a
moon
that
orbits
Saturn
in
Space.
He
merits
Earth
as
being
the
place
in
which
he
was
given
the
ability
to
live
and
prosper,
and
due
to
this,
he
feels
the
urge
to
repay
his
host
by
protecting
the
planet
with
this
powers.
Mintropolis
is
the
Western
Hemisphere’s
Science
and
Technological
hub,
with
innovation
and
research
key
to
the
city’s
economic
success.
Magna
Corp.,
the
largest
Nano
Science
lab
within
the
region,
began
developments
of
a
pressurized
laser
beam
meant
for
the
splitting
of
atoms.
Dr.
David
Di,
Nobel
Prize
winner,
head
researcher
and
scientist
on
the
project,
was
recently
fired
for
tampering
with
Magna
Corp.
patents
in
the
creation
of
a
death
ray
that
harnesses
the
powers
of
the
pressurized
laser
beam.
PAGE
1 0
With
a
superior
intellect,
a
wanted
man
and
obsessed
with
his
craft,
Dr.
Di
evolved
his
interests
in
the
name
of
evil
and
now
lives
under
the
guise
of
Dioxide,
an
evildoer
who
plots
to
take
over
the
world.
By
crafting
a
death
ray
that
is
aimed
at
and
will
strike
the
core
of
the
Earth,
erasing
all
forms
of
life,
Dioxide
plans
to
form
his
own
super-‐evil
human
race.
As
Dioxide
works
toward
the
completion
of
the
death
ray,
with
his
trusty
assistant
Hydra
at
his
side,
the
final
component
of
this
weapon
is
the
rare
Saturnian
titanium.
Housed
within
a
cavity
in
the
chest
of
Titan,
Dioxide
plots
to
seize
this
crystallized
titanium
source
as
the
last
piece
to
his
evil
puzzle.
Without
this
source
of
power,
Titan
is
left
powerless
and
as
such,
the
world
is
left
defenseless
against
the
power
of
Dioxide.
General
Game
Feature
3
|
Game
Play
Component
Introduction
During
an
epic
battle
with
Dioxide,
Titan
is
stripped
of
all
powers
and
ability
as
Dioxide
removes
the
crystallized
titanium
source
from
Titan’s
chest.
The
only
way
to
save
the
world
is
for
Titan
to
regain
control
of
his
titanium
source,
the
source
of
his
powers.
Following
the
battle,
a
defenseless
Titan
is
captured
then
is
thrown
into
a
below
ground
vertical
passageway.
This
passageway
is
crafted
out
of
high
gage,
super
strength
steel,
impenetrable
to
anything
and
is
found
within
Dioxide’s
lair.
As
the
titanium
needs
exposure
to
air
to
maintain
its
core
temperature,
Dioxide
not
only
holds
Titan
captive
in
this
secure
passageway,
but
also
stores
the
Saturnian
titanium
in
a
perforated
steel
enclosure
found
mounted
at
the
top,
near
the
pressure
locked
entrance/exit.
The
passageway
contains
a
series
of
chambers
(rooms
found
along
the
walls
of
the
passageway)
accessed
only
by
platforms
that
one
could
stand
on,
at
varying
heights.
These
platforms
eject
from
the
wall
when
activated
by
the
input
of
correct
answers
to
periodic
table/
elements
questions
(example:
“What
does
the
periodic
symbol
‘Na’
represent”)
to
open
the
chambers.
In
his
sick
and
twisted
way,
Dioxide
proposes
a
challenge
to
Titan
as
a
way
to
watch
him
struggle
and
suffer
with
the
survival
of
the
world
on
his
shoulders.
The
only
way
for
Titan
to
get
out
and
regain
control
of
his
titanium
power
source
is
to
answer
puzzles
posed
by
Dioxide,
with
each
correct
puzzle
(within
each
chamber)
gaining
Titan
his
ability
to
fly
to
the
height
of
the
subsequent
platform.
As
Titan
works
through
these
puzzles,
the
semi-‐exposed
titanium
maintains
a
neurological-‐connection
with
him.
With
this,
as
each
puzzle
level
is
passed,
the
titanium
increases
in
power
and,
due
to
the
increased
heat
at
its
core,
emits
light
that
Titan
may
utilize
to
see
the
key
pads
and
screens
on
the
wall
to
enter
subsequent
chambers
and
thus,
gain
more
power.
PAGE
1 1
Initial
Game-‐Play
and
Structure
After
the
initial
narrative
scene,
the
player
is
presented
with
groupings
of
the
main
categories
taught
in
general
Science
classes
in
Grade
9
and
10
from
the
periodic
table
of
elements
(Alkali,
Alkali
Earth,
Halogens
and
Noble
Gases)
colour
coded
as
either
Metals
or
Nonmetals
on
their
screen.
From
here,
the
player
may
click
on
a
box
to
open
the
levels
covered
within
(each
labeled
with
the
element
name,
symbol
and
atomic
number
it
explores)
but
may
only
access
the
levels
to
play
in
the
first
box
initially.
After
the
player
taps
to
open
a
box,
they
are
presented
with
the
Level
Overview
&
Selection
Sub
Menu.
On
this
screen,
the
levels
are
spread
out
first
in
sequential
order
then,
when
the
periodic
table
icon
is
tapped,
atop
the
periodic
table
as
an
indication
of
which
level
addresses
which
element
groups.
Levels
may
be
accessed
on
BOTH
the
level
spread
screen
and
the
periodic
table
screen.
In
addition,
the
periodic
table
screen
serves
as
a
visual
representation
or
map
of
the
player’s
progress
through
the
game
in
correlation
with
the
elements
listed
on
the
table.
A
player
can
ONLY
select
a
level
from
this
map
if
they
have
completed
it
OR
if
they
want
to
revisit
it
outside
of
game
play
as
a
review.
Once
an
entire
box/category
of
levels
has
been
completed,
the
player
has
the
option
to
progress
to
the
next
series
AND/OR
PAUSE
GAME
PLAY
to
REVIEW
each
level
separately.
The
structure
described
above
will
be
repeated
through
each
of
the
main
four
categories
(Alkali,
Alkali
Earth,
Halogens
and
Noble
Gases).
These
levels,
under
each
periodic
category,
are
presented
as
puzzles
arranged
throughout
the
chambers
within
the
passageway.
When
the
player’s
avatar
is
within
the
general
passageway
space,
from
platform
to
platform,
the
avartar
is
viewed
by
the
player
in
the
third-‐person
perspective.
Further,
when
the
avatar
is
seen
within
each
chamber
completing
a
puzzle,
the
view
toggles
to
the
first
person
perspective
with
a
view
of
the
puzzle
presented
to
be
solved.
Each
of
the
puzzles/levels
poses
a
challenge
to
be
solved
related
to
a
specific
element
in
a
way
where
the
player
is
to
apply
knowledge
already
gained
in
prior
puzzles/levels
to
a
“situation”.
For
example:
“A
bottle
is
filled
with
baking
soda,
which
element
should
be
added
to
pop
out
the
your
next
clue
from
the
bottle
opening?”.
Upon
correctly
answering
the
puzzle
the
player
will
gain
an
increased
understanding
of
basic
principles
of
elements
related
to
the
periodic
table.
These
principles
will
be
applied
at
a
later
point
in
the
game.
Game
Succession
As
levels
are
completed,
the
player
will
achieve
a
“Periodic
Piece”.
These
pieces
will
be
representative
of
the
main
element(s)/concept(s)
learned
within
specific
levels
and
will
be
stored
in
an
onscreen
“Tool
Kit”
for
later
use.
This
piece
will
be
an
item
for
use
during
the
final
battle
with
Dioxide
where
an
understanding
of
the
elements’
properties
will
be
PAGE
1 2
applied.
Secondly,
this
piece
will
act
as
an
information
card
when
tapped
that
would
give
a
description
and/or
list
of
characteristics
of
the
periodic
element
and
a
practical/real
life/house
hold
example
of
an
appropriate
use.
This
tool
kit
may
be
accessed
as
a
reference
during
any
part
within
the
game
to
support
the
player.
When
accessed,
game
time
stops
to
allow
processing
and
lateral
thinking
time.
The
titanium
symbolizes
the
Titan’s
powers,
and
as
each
level
is
passed,
the
light
in
the
passageway
increases
symbolizing
our
hero’s
increasing
strength
through
the
established
neurological-‐connection.
As
the
levels
progress,
the
questions
get
harder
and
with
this,
Titan’s
powers
(both
neurologic
and
physical)
also
increase.
This
progression
of
events
is
connected
to
a
timed
incentive.
With
this,
the
player
is
given
a
specific
amount
of
time
in
which
to
completely
finish
the
game
depending
on
the
ability
level
selected
at
the
beginning
(Beginner,
Novice
or
Advanced).
A
player
will
have
the
ability
to
select
their
ability
level
for
each
category
and
will
also
have
the
option
to
complete
the
entire
game
storyline
using
only
the
selected
category’s
structure
or
in
combination
with
other
categories
to
a
total
of
all
four
(example:
players
can
play
only
within
the
Noble
Gases
category
alone
or
in
conjunction
with
other
categories).
With
this,
the
final
challenge
will
be
dependent
on
that
covered
throughout
the
levels
played,
which
is
dependent
on
the
player’s
choice
of
category(ies).
A
count
down
clock
will
run
on
screen
(top
left-‐hand
corner)
throughout
the
entire
game.
This
clock
represents
the
game
as
a
whole
with
a
secondary
“Proposed
Time”
that
will
appear
underneath
when
the
player
is
completing
a
specific
activity
(solving
puzzle
or
navigating
avatar).
If
the
player
completes
a
specific
part
under
the
proposed
time,
they
will
accumulate
a
“Time
Bonus”
to
be
used
at
the
player’s
discretion
whenever,
and
wherever
they
wish.
This
bonus
will
be
accessible
throughout
the
game
in
the
time
space
at
the
top
left
portion
of
the
screen.
Game
Completion
Close
to
the
top
of
the
passageway,
closest
to
the
Saturnian
titanium,
no
more
platforms
will
be
ejected.
It
is
up
to
Titan
to
release
his
titanium
source,
break
free
of
the
pressure
locked
exit
and
fly
out
of
the
chamber
(seen
as
a
cut
scene).
The
final
escape
takes
place
in
the
form
of
a
FINAL
CHALLENGE,
a
puzzle
battle
with
Dioxide
for
the
titanium
source
where
the
player
utilizes
the
skills
developed
in
learning
about
the
different
periodic
elements
in
as
a
way
of
defeating
the
evil
doctor,
determining
Earth’s
fate.
PAGE
1 3
Single-‐Player
Game
Feature
Set
Overview
Titanium:
Titan’s
Periodic
Quest
is
a
single-‐player
game
and
begins
with
a
cut-‐scene
describing
the
history
between
Dioxide
and
Titan.
This
situates
the
player
in
a
place
where
they
feel
connected
to
the
antagonist
and
will
feel
motivated
to
help
him
escape
the
lair.
The
player
will
primarily
experience
the
many
puzzles
within
the
game,
as
Titan
moves
from
one
chamber
to
another,
closer
to
his
Titanium.
There
will
be
two
other
major
scenes
in
the
game,
one
of
which
will
not
require
the
player’s
interaction:
Dioxide’s
discovery
of
Hydra’s
betrayal
(viewed
only)
and
Titan
and
Dioxide’s
final
battle.
The
player
will
be
responsible
for
correctly
answering
and
solving
the
puzzles
throughout
the
game
and
at
the
final
scene,
as
if
they
were
Titan/Hydra.
Hours
of
Gameplay
There
are
approximately
40
hours
of
game-‐play
due
to
the
volume
of
puzzles
available.
Gameplay
duration
varies
on
how
long
each
player
takes
to
solve
the
individual
puzzles.
Victory
Conditions
The
player
wins
each
mini-‐game
by
correctly
solving
the
puzzle
and
escaping
the
chamber.
The
entire
game
is
won
once
Dioxide
is
defeated
and
the
Titanium
is
returned
to
Titan.
The
player
is
also
given
additional
incentive
through
the
bonus
time
feature,
which
is
achieved
by
solving
the
puzzle
under
the
proposed
time
indicated.
Single-‐Player
Game
Feature
1
|
Puzzle
Chamber
When
Titan
enters
each
chamber
the
player
views
the
puzzle
in
full-‐screen
mode.
The
player
then
attempts
to
solve
the
puzzle
as
quickly
and
accurately
as
possible
using
the
items
acquired
in
the
Tool
Kit
and
their
own
knowledge.
During
this
time,
the
game’s
timer
will
be
heard
unless
the
player
is
viewing
these
Tool
Kit
items
at
which
point
the
timer
is
paused
to
allow
lateral
thinking.
Upon
leaving
the
tool
kit
the
timer
resumes
and
the
player
must
attempt
to
answer
the
puzzle.
If
the
player
correctly
identifies
the
puzzle’s
solution
the
Puzzle
Complete
sound
will
be
heard;
conversely,
if
the
puzzle
is
not
solved
correctly
the
Puzzle
Incorrect
sound
will
play.
If
the
puzzle
was
not
solved
correctly
the
player
will
continue
to
see
the
puzzle
and
will
repeat
this
process
until
correct.
If
the
player
correctly
solves
the
puzzle,
the
corresponding
sound
is
heard,
the
chamber’s
door
will
open
as
the
Door
Open
sound
is
played.
The
player
as
Titan
will
exit
the
chamber
and
begin
jumping
for
the
next
platform.
While
the
player/Titan
is
jumping,
the
Jumping
sound
clip
will
play.
Successful
landing
onto
the
next
platform
will
initiate
the
next
chamber’s
door
to
open
and
the
next
puzzle
to
commence.
PAGE
1 4
Single-‐Player
Game
Feature
2
|
The
Final
Challenge
The
player
will
have
control
over
Titan
during
his
final
battle
and
challenge
against
Dioxide.
In
this
scene
the
Final
Battle
music
will
be
heard
in
the
background.
Titan
must
correctly
solve
the
last
puzzle
using
the
tools
he
has
acquired
throughout
the
gameplay.
If
this
final
puzzle
is
correctly
answered,
the
player
will
watch
as
Titan
removes
the
Titanium
from
its
steel
enclosure,
saving
Earth
from
destruction
and
restoring
his
powers
to
their
full
strength.
PAGE
1 5
Game
Characters
Overview
There
are
three
characters
in
this
game,
one
of
which
the
player
has
control
of
for
most
of
the
duration
of
the
game
(Titan)
and
another
who
the
play
controls
for
a
level
(Hydra).
As
the
root
of
the
game’s
narrative,
these
players
vary
in
their
background,
characteristics
and
powers,
all
adding
to
the
complexity
of
the
game.
Personalizing
a
Character
Players
will
have
the
option
to
select
which
periodic
table
category
they
wish
to
play
within,
but
not
essential
details
of
the
character
itself.
The
player
may
change
the
facial
and
physical
characteristics
of
Titan
to
some
degree,
evolving
from
the
provided
character
avatar.
Players
may
personalize
Titan
by
altering
physical
features
but
cannot
alter
anything
to
do
with
his
powers
of
flight
and
strength.
Characters
Titan
PAGE
1 6
Dioxide
Mintropolis
is
the
Western
Hemisphere’s
Science
and
Technological
hub,
with
innovation
and
research
key
to
the
city’s
economic
success.
Magna
Corp.,
the
largest
Nano
Science
lab
within
the
region,
began
developments
of
a
pressurized
laser
beam
meant
for
the
splitting
of
atoms.
Dr.
David
Di,
Nobel
Prize
winner,
head
researcher
and
scientist
on
the
project,
was
recently
fired
for
tampering
with
Magna
Corp.
patents
in
the
creation
of
a
death
ray
that
harnesses
the
powers
of
the
pressurized
laser
beam.
David
Di
Concept
PAGE
1 7
Hydra
PAGE
1 8
Game
World
Feature
Set
Overview
The
game
takes
place
in
Mintropolis,
a
city
on
planet
Earth
renowned
for
its
reputation
of
Scientific
and
Technological
activity.
The
players
will
be
able
to
see
some
part
of
the
city
through
cut
scenes
at
the
beginning
of
the
game
to
get
an
idea
of
what
the
city
looks
like
in
general.
However,
the
primary
game
world
will
be
in
a
Vertical
Passageway
below
the
ground
where
the
superhero
Titan
is
being
held
captive
by
his
evil
nemesis
Dioxide.
Game
World
Feature
1
|
The
Passageway
&
Chambers
This
passageway
is
crafted
out
of
high
gage,
super
steel:
impenetrable
to
any
known
material.
The
passageway
is
dark,
and
contains
a
series
number
of
chambers
(rooms
found
along
the
walls
of
the
passageway)
accessed
by
platforms
at
varying
heights.
Each
chamber
has
a
puzzle
that
needs
to
be
solved
in
order
for
the
platforms
to
release
from
the
wall
to
lead
to
the
next
chamber.
Game
World
Feature
2
|
Saturnian
Titanium
On
top
of
the
passageway
(entrance/exit),
the
Saturnian
Titanium
(the
source
of
power
for
Titan)
is
held
to
keep
its
core
temperature
stable
by
being
exposed
to
air.
When
each
puzzle
is
solved,
the
titanium
will
shine
brighter
so
the
passageway
will
be
filled
with
more
light,
making
it
easier
for
the
hero
to
maneuver.
As
the
titanium
glow
increases,
and
our
hero
gets
closer
to
the
surface,
Titan
regains
his
super
strength
and
ability
to
fly.
These
abilities
will
help
Titan
jump
(or
fly)
from
each
platform
to
get
to
the
other
chamber.
Game
World
Feature
3
|
Dioxide’s
Lair
After
reaching
the
top
of
the
passageway,
the
game
world
will
change
from
the
passageway
to
Dioxide’s
Lair
where
the
final
battle
will
take
place.
The
players
will
be
able
to
get
an
idea
of
how
the
Dioxide’s
Lair
looks
like
through
another
cut
scene
before
the
final
challenge
beings.
PAGE
1 9
Game
World
Layout
&
Walkthrough
Feature
Set
Game
World
Layout
&
Walkthrough
Feature
1
|
The
Passageway
&
Chambers
The
game
will
take
place
in
Dioxide’s
lair
where
Titan
is
captured
and
then
thrown
into
a
below
ground
vertical
passageway.
This
place
has
only
one
way
out
and
that
is
on
the
top
of
the
passageway
which
is
pressure
locked.
The
passageway
is
dark
which
makes
it
hard
for
Titan
to
see
and
the
only
source
of
light
comes
out
from
the
pressure
lock
which
contains
Titan
source
of
power,
the
Saturnian
Titanium.
The
passageway
includes
a
number
of
chambers
that
are
accompanied
with
magnetic
doors
connected
to
a
keypad
outside
each
door.
Each
chamber
includes
a
puzzle
for
Titan
to
solve
in
order
to
get
access
to
the
next
chamber
until
he
reaches
the
top
to
exit
this
passageway.
Also
outside
these
chambers,
there
are
platforms
that
are
supposed
to
take
Titan
to
each
chamber,
the
only
way
to
get
access
to
these
chambers.
The
passageway
is
also
in
a
“V”
shape
structure
to
make
it
harder
for
Titan
to
move
from
each
chamber
by
flying.
But
Titan
is
powerless
now
as
his
source
of
power
is
on
top
of
the
vertical.
In
other
words,
Titan
is
a
mere
human
when
the
game
starts.
The
gameplay
will
be
in
the
first
person
view
for
the
time
being.
Feature 1 Concept
PAGE
2 0
Game
World
Feature
2
|
The
First
Chamber
&
Puzzle
Even
without
his
powers,
Titan
will
be
able
to
jump
to
the
first
chamber
because
it
is
reachable
and
so
close
to
the
bottom
of
the
passage
way.
The
first
door
will
be
open
to
let
Titan
get
access
to
the
first
chamber
and
the
first
puzzle.
As
it
was
mentioned
before,
Titan
needs
to
solve
the
first
puzzle
in
order
to
get
to
the
next
chamber.
At
that
point,
the
view
from
the
passageway
into
the
chamber
will
go
from
the
third-‐person
perspective
to
the
first-‐person
perspective
so
the
player
will
be
able
to
use
the
touch
screen
to
solve
the
puzzles.
Also,
by
solving
each
puzzle
the
view
will
go
back
to
the
third-‐person
perspective
and
the
Saturnian
Titanium
will
shine
giving
Titan
limited
power
to
be
able
to
fly
for
a
short
time
to
get
to
the
next
chamber.
The
Titanium
will
shine
stronger
each
time
Titan
solves
a
puzzle
so
he
could
get
more
power
to
fly
more
to
reach
the
next
chamber
and
so
on.
Feature 2 Concept
PAGE
2 1
Game
World
Feature
3
|
Chamber
Keypads
Additionally,
after
solving
each
puzzle
the
player
will
get
a
Periodic
Piece
that
represents
one
of
the
elements
in
the
periodic
table.
These
pieces
will
be
stored
in
the
Tool
Kit
that
will
be
used
later
in
the
game.
With
those
pieces,
Titan
will
need
to
enter
information
about
them
on
a
keypad
outside
each
chamber
to
order
to
get
inside
the
proceeding
puzzle.
At
that
point,
the
view
will
change
again
to
the
first
person
in
order
to
use
the
touch
screen
to
input
the
information
on
the
keypads.
Each
chamber’s
magnetic
door
is
related
to
the
previous
puzzle,
in
the
previous
chamber,
so
the
player
must
understand
the
information
and
use
it
on
the
keypad
to
get
access
to
the
next
chamber.
Feature 3 Concept
PAGE
2 2
Game
World
Feature
4
|
Hydra
&
Puzzle
Tips
If
the
player
had
a
problem
with
the
information]
he/she
has
then
he/she
can
return
back
to
the
previous
chamber
to
review
the
puzzle
and
its
information
and
then
return
the
locked
magnetic
door.
Also,
Hydra
is
available
to
help
Titan
through
the
puzzles
by
communicating
with
her
through
the
earpiece
as
a
“Tips”
function
on
the
Game
User
Interface.
But
the
player
must
remember
one
thing-‐there
will
be
a
timer
on
the
top
left
corner
so
the
player
must
hurry
to
finish
all
the
puzzles
to
get
outside
of
the
lair.
So
any
time
used
going
back
to
a
previous
chamber
or
communicating
with
Hydra
is
counted
during
the
game.
Feature 4 Concept
PAGE
2 3
Game
World
Feature
5
[A]
|
Hydra
&
Titan
The
game
will
continue
with
this
format
until
the
player
reaches
halfway
through
the
game
(which
in
the
sketch
is
chamber
four).
When
Titan
gets
half
way
through
the
game,
a
new
cut
scene
will
appear
showing
Dioxide
getting
angry
and
confused:
Titan
was
not
supposed
to
reach
that
far
in
the
passageway!
He
later
discovers
that
Hydra
was
helping
him
all
alone
so
he
traps
and
seals
Titan
in
the
last
chamber
he
solved
and
captures
Hydra
in
the
proceeding
puzzle.
PAGE
2 4
Game
World
Feature
5
[B]
|
Hydra
&
Titan
At
this
point
of
the
game,
the
roles
of
characters
will
switch
and
the
players
will
get
to
play
as
Hydra
to
solve
the
puzzle
in
that
chamber
with
the
help
of
Titan
by
using
the
same
earpiece
she
gave
to
free
him.
After
Hydra
solves
the
puzzle,
Titan
will
be
free
to
fly
to
the
next
chamber
where
Hydra
is
trapped
in
and
uses
the
information
he
got
from
the
previous
puzzle
solved
to
free
Hydra.
PAGE
2 5
Game
World
Feature
5
[C]
|
Hydra
&
Titan
When
this
happens,
the
two
characters
will
join
forces
to
get
out
of
the
passageway
and
to
defeat
the
evil
Dioxide.
The
control
will
go
back
to
Titan
and
Hydra
will
be
following
him
around
(mimicking
his
moves
behind
him)
by
flying
to
get
to
the
next
chambers.
PAGE
2 6
Game
World
Feature
6
|
Obtaining
The
Saturnian
Titanium
The
game
will
continue
as
it
was
before
with
Hydra
joining
Titan
the
entire
time.
When
they
reach
the
last
chamber
and
solve
it,
the
Saturnian
Titanium
will
shine
to
its
maximum
limit
giving
Titan
the
ability
to
fly
to
the
pressure
lock
to
get
the
Titanum
back
to
retrieve
his
source
of
power.
Feature 6 Concept
PAGE
2 7
Game
World
Feature
7
|
Final
Puzzle
Challenge
With
his
Saturnian
Titanium
power
and
Hydra
at
his
side,
a
cut
scene
will
show
Titan
breaking
the
crystalized
titanium
free
from
its
perforated
case
and
breaking
through
the
pressure
locked
cover
into
the
ground
floor
of
Dioxide’s
lair
to
see
Dioxide
standing
by
where
he
will
challenge
Titan
to
a
FINAL
PUZZLE
CHALLENGE
for
the
Saturnian
Titanium
Crystal.
From
here,
the
final
puzzle
and
battle
between
the
escaped
heroes
and
their
nemesis
will
be
seen.
This
final
challenge
will
utilize
the
Periodic
Pieces
earned
throughout
the
main
game-‐play
to
defeat
Dioxide.
Feature 7 Concept
At
this
point,
the
cut
scene
will
end
with
a
final
first
person
puzzle
versus
Dioxide.
The
winner
of
this
challenge
will
earn
the
titanium,
in
turn
choosing
the
world’s
fate:
destruction
or
survival.
Once
the
player
has
completed
the
puzzle
(win
or
lose)
a
final
cut
scene
will
describe
the
fate
of
the
world,
continuation
of
life
or
destruction.
Will
it
be
the
end
of
Dioxide?
Or
will
it
be
the
end
of
the
world?
It
is
all
up
to
Titan
and
Hydra
to
solve
this
periodic
quest
to
end
this
journey
once
and
for
all.
PAGE
2 8
Game
User
Interface
Overview
This
game
will
be
available
as
an
application
for
mobile
devices
such
as
smartphones,
and
personal
tablets.
As
this
is
an
emerging
field
of
platforms
for
educational
games,
this
momentum
is
what
is
to
be
captured
in
employing
this
game
on
these
platform
types.
By
making
the
product
compatible
for
the
mobile
device
market,
the
aim
is
to
reach
a
vast
and
diverse
audience
with
an
entertaining
and
challenging
game
that
provides
players
with
an
opportunity
to
learn.
The
user
interface
for
this
game
will
take
shape
using
the
framework(s)
provided
by
various
mobile
platforms
(examples:
iOS,
Android,
BB
OS).
With
this,
the
user
interface
with
employ
and
build
off
of
the
innate
features
of
the
devices
(smartphones
and
tablets)
this
game
would
be
played
on.
As
each
device
eluded
to
offers
a
different
set
of
features
and
functions,
the
primary
and
core
functionalities
of
the
user
interface
is
what
will
be
described
here
(touch
screen
manipulation).
With
more
development
and
consideration,
said
functionalities
could
be
further
explored
to
harness
the
powers
of
each
unique
device
and
it’s
embedded
software.
Note,
an
iOS
example
is
shown
here.
Game
User
Interface
Feature
1
|
Initial
Interface
PAGE
2 9
Skill
Level
Selection
|
Sub
Menu
1
The
subsequent
screen
seen
is
the
Skill
Level
Section
Sub
Menu
where
the
player
has
the
ability
to
customize
game
play
by
selecting
their
skill
level
related
to
their
knowledge
of
the
periodic
table.
With
this,
taping
a
particular
skill
level
(Beginner,
Novice
or
Advanced)
will
allow
the
player
the
ability
to
select
their
ability
level
for
the
main
categories
taught
in
general
Science
classes
in
Grade
9
and
10
from
the
periodic
table
of
elements
(Alkali,
Alkali
Earth,
Halogens
and
Noble
Gases).
The
player
will
have
the
capability
to
select
their
ability
level
for
each
category
(as
described
below).
Finally,
the
player
is
offered
the
opportunity
to
revisit
this
Skill
Level
Section
screen
during
game
play
to
adjust
their
selection.
Periodic
Table
Category
Selection
|
Sub
Menu
2
On
the
next
screen,
the
player
is
presented
with
the
Periodic
Table
Category
Selection
Sub
Menu.
These
are
groupings
of
the
main
categories
taught
in
general
Science
classes
in
Grade
9
and
10
from
the
periodic
table
of
elements
(Alkali,
Alkali
Earth,
Halogens
and
Noble
Gases),
colour
coded
as
either
Metals
or
Nonmetals
on
the
screen
in
the
form
of
a
box.
From
here,
the
player
may
tap
on
a
box
to
open
the
levels
covered
within
(each
labeled
with
the
element
name,
symbol
and
atomic
number
it
explores)
but
may
only
access
the
levels
to
play
in
the
first
box
initially.
The
player
will
have
the
option
to
complete
the
entire
game
storyline
using
only
the
selected
category’s
level
structure
or
in
combination
with
other
categories
to
a
total
of
all
four
categories.
PAGE
3 0
Level
Overview
&
Selection
|
Sub
Menu
3
After
the
player
taps
to
open
a
box,
they
are
presented
with
the
Level
Overview
&
Selection
Sub
Menu.
On
this
screen,
the
levels
are
spread
out
first
in
sequential
order
then,
when
the
Periodic
Table
Icon
is
tapped,
atop
the
periodic
table
as
an
indication
of
which
level
addresses
which
element
groups.
Levels
may
be
accessed
on
BOTH
the
level
spread
screen
and
the
periodic
table
screen.
In
addition,
the
periodic
table
screen
serves
as
a
visual
representation
or
map
of
the
player’s
progress
through
the
game
in
correlation
with
the
elements
listed
on
the
table.
A
player
can
ONLY
select
a
level
from
this
map
if
they
have
completed
it
OR
if
they
want
to
revisit
it
outside
of
game
play
as
a
review.
Game
User
Interface
Feature
2
|
Game
Play
Interface
PAGE
3 1
After
selecting
a
level,
the
player
begins
playing
the
game.
The
player
will
move
through
two
screens.
First,
they
will
view
the
avatar
from
the
third-‐person
perspective
within
the
first
Game
Play
Navigation,
the
Passageway.
Here
the
player
will
have
the
ability
to
move
the
avatar
in
varying
directions
via
the
virtual
joystick
on
the
bottom
left
portion
of
the
screen.
Further,
working
in
tandem
with
the
joystick,
the
player
can
also
manipulate
the
INTERACTION
virtual
button
to
interact
with
the
key
pad
in
the
first
person
view
outside
each
chamber
and
the
JUMP
+
FLY
virtual
button
to
jump
and
fly.
NOTE:
The
power
to
fly
is
activated
by
pressing
and
holding
the
JUMP
+
FLY
virtual
button.
Titan
will
be
able
to
fly
ONLY
when
the
player
solves
the
first
puzzle
and
ONLY
as
high
as
his
Titanium
power,
as
indicated
by
his
TITANIUM
POWER
LEVEL
INDICATOR
(“TL”).
This
progression
of
events
in
the
game
is
connected
to
a
timed
incentive.
With
this,
the
player
is
given
a
specific
amount
of
time
in
which
to
completely
finish
the
game
depending
on
the
skill
level
selected
at
the
beginning
(Beginner,
Novice
or
Advanced).
A
count
down
clock
will
run
on
screen
(top
left-‐hand
corner)
throughout
the
entire
game.
This
clock
represents
the
game
as
a
whole
with
a
secondary
“proposed
time”
that
will
appear
underneath
when
the
player
is
completing
a
specific
activity
(solving
puzzle
or
navigating
avatar).
If
the
player
completes
a
specific
part
under
the
proposed
time,
they
will
accumulate
a
time
bonus
to
be
used
at
the
player’s
discretion
whenever,
and
wherever
they
wish.
This
bonus
will
be
accessible
throughout
the
game
in
the
time
space
at
the
top
left
portion
of
the
screen.
Leveled
Chambers/Solving
Puzzles
|
Game
Play
Navigation
2
Total/Proposed&
Bonus
Time
PUZZLE 3
Tool
Kit
with
Periodic
Pieces
PAGE
3 2
Upon
avatar
entry
into
each
of
the
chambers
found
within
the
passageway,
the
player
will
be
confronted
with
puzzles/levels
that
pose
a
challenge
to
be
solved
related
to
a
specific
element
in
a
way
where
the
player
is
to
apply
knowledge
already
gained
in
prior
puzzles/levels
to
a
“situation”.
PAGE
3 3
Upon
correctly
answering
the
puzzle
the
player
will
gain
an
increased
understanding
of
basic
principles
of
elements
related
to
the
periodic
table.
These
principles
will
be
applied
at
a
later
point
in
the
game.
Here,
the
player
simply
utilizes
the
basic
tap
and
swipe
functions
employed
with
many
touch
screen
devices
as
a
way
of
manipulating
and
selecting
applicable
content
(as
instructed
within
the
puzzles).
PAGE
3 4
A
tool
kit
is
found
at
the
bottom
centre
of
the
game
play
screen,
accessible
throughout
the
entire
game,
which
houses
“Periodic
Pieces”.
As
levels
are
completed,
the
player
will
achieve
a
Periodic
Piece.
These
pieces
will
be
representative
of
the
main
element(s)/concept(s)
learned
within
the
specific
level
and
will
be
stored
in
the
tool
kit
for
later
use.
The
pieces
will
be
used
as
items
for
the
final
battle
with
Dioxide
where
an
understanding
of
the
elements’
properties
will
be
applied
and
secondly,
will
contain
an
information
card
that
would
give
a
description/characteristics
of
the
periodic
element
and
a
practical/real
life/house
hold
example
of
an
appropriate
use.
This
tool
kit
may
be
accessed
as
a
reference
during
any
part
within
the
game
to
support
the
player.
When
accessed,
game
time
stops
to
allow
processing
and
lateral
thinking
time.
Periodic
Card
Concept
Game
User
Interface
Feature
3
|
Social
Integration
The
music
used
in
Think
Outside
the
Box
will
reflect
the
industrial,
futuristic
atmosphere
in
which
the
game
takes
place.
What
we
have
decided
to
use
is
ambient
background
noise
of
an
auto
factory
to
reflect
the
right
type
of
mood
we
believe
to
exist
in
Dioxide’s
lair.
Sound
effects
to
be
used
will
also
embody
the
same
kind
of
industrial
environment,
and
will
be
used
to
emphasize
the
opening
and
closing
of
chamber
doors,
Titan’s
jumping
and
landing
from
platform
to
platform,
as
well
as
the
sound
of
buttons
being
pressed
while
each
chamber’s
passkey
is
entered.
A
description
of
each
of
these
clips
are
included
below.
Sound
Clips
Event
Description/Purpose
Clip
Door
Open
sound
will
be
played.
Door
Open
Sound
Clip
4
Pressure
Locked
This
sound
will
be
heard
when
Titan
enters
the
Door
Open
Pressure
Locked
passageway
to
the
chambers
Door
Open
Jumping platform, the following sound will be heard. Jump Off
Sound
Clip
6
Landing
has
what
we
want
from
an
audio
perspective,
it
is
Landing
too
long
and
will
have
to
be
modified
to
suit
the
time
constraints
of
the
character’s
actual
landing.
PAGE
3 6
As
the
player
attempts
to
solve
each
puzzle
the
following
“clock”
sound
effect
will
be
audible,
Timer
reminding
them
to
complete
the
riddle
as
quickly
Sound
Clip
7
as
possible.
Timer
Sound
Clip
8
Final
Challenge
will
be
played
in
the
background
to
intensify
the
scene.
Battle
Sound
Clip
9
the
following
sound
will
be
heard.
This
clip
will
be
Puzzle
Complete
edited
to
fit
our
timeframe.
Puzzle
Complete
If
the
player
chooses
the
incorrect
answer
for
the
Sound
Clip
10
Puzzle Incorrect puzzle, the following sound will be heard. Puzzle Incorrect
PAGE
3 7
Theoretical
Considerations
Salen
&
Zimmerman
Main
Points
Sub-‐Points
Visibility
in
our
Game
The
player
is
immediately
faced
with
the
tension
between
Titan
and
Dioxide
and
the
knowledge
that
they
will
have
to
successfully
and
quickly
solve
multiple
puzzles
in
order
to
get
out.
The
player
must
decide
at
the
outset
whether
or
not
they
wish
to
set
out
on
the
challenge
of
solving
each
riddle.
If
they
do
choose
to
proceed
with
the
game,
they
are
committing
themselves
to
the
time
required
to
solve
Lusory
Attitude
these
challenges.
Additionally
the
players
are
approaching
the
game
knowing
the
puzzles
will
challenge
their
current
knowledge
base
of
chemistry
principles.
The
player
will
certainly
have
moments
of
doubt,
but
they
must
be
open
to
learning
new
facts
and
become
comfortable
with
the
fact
that
they
may
answer
some
of
the
puzzles
incorrectly.
It
is
with
this
attitude
that
players
should
begin
the
game.
The
Magic
Circle
surrounding
our
game
begins
and
ends
with
the
physical
boundaries
of
the
game's
platform,
which
we
have
assigned
to
personal
mobile
devices
such
as
smart
phones
and
personal
tablet
computers.
The
reality
of
the
game
occurs
only
when
the
device
is
on
Magic
Circle
and
loaded
to
the
game's
start
page.
If
a
player
does
not
have
access
to
one
of
these
devices,
gameplay
cannot
take
place.
Once
a
player
begins
loading
the
game
on
their
chosen
platform,
the
circle
is
figuratively
drawn
and
game
play
can
begin.
The
player
has
left
this
circle
when
the
game
is
exited
and
the
device
returned
to
its
home
state/page.
The
boundaries
of
our
game
are
impermeable
and
must
be
entered
into
in
order
to
commence
game-‐play.
Our
game
is
designed
for
play
on
mobile
devices
and
as
such,
a
number
of
factors
must
be
in
place
prior
to
game
play:
1.
the
player
must
have
access
to
one
of
these
devices
without
which,
game
play
cannot
take
place.
Boundaries
2.
the
device
must
be
operable
(charged,
not
broken,
updated
to
compatible
software/firmware
versions)
3.
the
player
must
have
knowledge
of
how
the
device
works
and
how
to
manipulate
the
controls
in
relation
to
the
game.
4.
the
game
itself
must
be
operational
in
order
for
the
gameplay
to
commence.
if
there
is
a
technical
issue
or
"bug"
then
the
boundaries
of
the
game
operating
within
the
device
are
moot.
The
Space
of
Possibility
within
our
game
is
located
primarily
in
each
puzzle
chamber.
Within
this
realm,
players
may
choose
to
purposely
Space
of
Possibility
answer
the
provided
question
incorrectly
if
they
have
little
drive
or
motivation
to
succeed.
Conversely,
the
player
may
answer
the
question
correctly
if
they
wish
to
move
on
to
the
next
round
of
puzzles.
The
element
of
Choice
is
presented
in
our
game
through
the
decision
faced
by
the
player
to
purposely
answer
the
puzzle
incorrectly
or
Choice
attempt
to
solve
it
correctly.
Each
of
these
choices
has
an
immediate
outcome
as
represented
by
the
auditory
and
visual
cues
provided
after
the
puzzle
is
answered.
Interaction
Our
game
represents
all
four
modes
of
Interactivity:
PAGE
3 8
Our
game
has
Cognitive
Interactivity
in
its
practice
and
application
of
chemistry
principles.
The
player
is
not
just
helping
the
game's
Cognitive
protagonist
get
from
A
to
B,
but
they
are
also
learning
real-‐world
skills
to
help
them
succeed
and/or
improve
in
the
science/chemistry
field.
The
player
interacts
with
the
game
on
a
functional
level
by
activating
specific
icons
to
direct
and
manipulate
the
game's
characters.
As
the
Functional
directional
pad
and
jump
button
are
touch-‐based
technologies,
the
player
will
essentially
"tap"
the
characters
around
the
game
world
to
Interaction
experience
the
narrative.
The
player
must
manipulate
the
game's
main
character
in
order
for
Explicit
game-‐play
to
continue.
Each
puzzle
is
interactive
and
requires
the
player's
participation
for
continuation
of
the
narrative.
Due
to
its
existence
in
the
development
stage,
there
are
no
formal
or
informal
communities
based
on
the
game's
narrative
or
game
play.
External
There
is
the
informal
community
of
gamers
who
collectively
share
their
Object
scores
and
ratings
on
the
leaderboard.
This
is
external
to
the
game
Interactivity
itself
and
exists
for
players
to
interact
with
each
other
outside
of
game-‐play.
As
a
formal
system
of
rules,
our
game
is
closed
as
it
functions
primarily
Experiential
understanding
are
understood
as
a
cultural
variant
within
a
formal
system
or
structure
of
rules/
objectives.
This
game
functions
as
an
open
system
as
user
interactivity
is
what
is
employed
to
mobilize
and
contextualize
the
content
intended
to
be
Systems
Open
explored,
and
thus
learned,
throughout
the
game.
Here,
human
interactivity
is
key,
and
by
employing
a
touch
sensitive
interface,
such
an
interaction
is
extended
beyond
the
lateral
thinking
level,
to
the
physical/tactical
level.
Some
aspect
of
this
game
may
be
closed,
as
the
user
may
not
be
able
Closed
to
interact
with
and
customize
game
structures
beyond
selectable
options.
This
game
is
framed
with
the
parameters
of
the
broad
school
system,
as
applicable
to
Science
classes
and
the
cultural
framing
which
broader
Framing
them.
This
game
extends
itself
to
be
linked
and
connected
to
a
core
aspect
of
the
culture
created,
sustained
and
engaged
with
(Chemistry/the
Periodic
Table).
The
play
in
our
game
is
Meaningful
due
to
its
learning
and
educational
potential.
Each
puzzle
is
a
potential
learning
or
remedial
learning
opportunity
for
the
player,
and
as
such
has
significance
beyond
simply
answering
the
question.
Further
Meaningful
Play
lies
within
the
overall
aim
of
this
game,
which
is
to
provide
assistance
with
science
principles
Meaningful
Play
and
practices
to
students
of
chemistry.
We
succeed
in
creating
Meaningful
Play
due
to
the
presence
of
Discernability
(immediate
feedback
on
the
puzzle's
answer)
and
Integration
(the
correct
answers
of
each
puzzle
provide
an
item
for
the
tool
kit
to
be
used
later,
as
well
as
the
overall
principles
used
throughout
the
game
and
applied
at
the
final
challenge).
PAGE
3 9
We
decided
to
show
Integration
in
our
game
through
several
means.
The
first
evidence
of
this
is
the
accumulation
of
items
from
each
puzzle
into
a
tool
kit
for
use
at
the
final
challenge/puzzle.
These
items
are
collected
throughout
the
main
game-‐play,
but
it
is
only
at
the
end
of
the
game
that
they
are
required
and
used.
A
less
material
example
of
Integration
Integration
would
be
the
overall
principles
and
knowledge
learned
during
game-‐play.
These
facts
and
practices
are
applied
in
a
final
puzzle
that
tests
the
player's
memory
retention,
logic
reasoning
skills,
and
creativity:
in
sum,
their
lateral
thinking
ability.
This
Integration
of
knowledge
and
game
pieces
creates
hours
of
Meaningful
Play.
Discernability
is
visible
in
our
game
through
the
immediate
feedback
generated
once
a
puzzle
is
solved.
Whether
this
is
done
correctly
or
incorrectly,
the
player
is
provided
immediate
visual
and
auditory
feedback
(the
ability
to
leave
the
current
chamber,
and
buzzer
or
fanfare
depending).
Additionally,
the
correct
assembalage
of
items
from
the
game's
tool
kit
during
the
final
battle
and
challenge
with
Discernability
Dioxide
also
provides
discernability
on
a
larger
scale:
if
the
player
has
correctly
answered
all
the
puzzles,
they
have
been
provided
with
a
designated
item
to
help
them
accomplish
the
final
task.
Defeating
the
antagonist
in
the
final
scene
the
player
also
experiences
discernability
by
being
able
to
save
Earth
from
Dioxide's
death
ray.
PAGE
4 0
Game
Considerations
&
Changes
With
the
allowance
of
time
and
further
expertise,
the
puzzles
created
for
this
game,
as
well
as
those
listed
within
this
document,
would
have
been
further
developed
along
the
Chemistry
thematic.
With
this,
more
time
would
have
been
spent
on
puzzle
development
along
with
further
consultation
with
a
Chemistry
expert
and
a
Science
educator.
Here,
ideally,
puzzles
would
be
rooted
in
a
solid
theoretical
base,
with
application
to
“real
life”
exemplars
integrated
within
the
puzzles
themselves.
Developing
puzzles
in
this
way
would
make
for
meaningful
interaction
with
a
fun
element
of
the
game.
Players
would
interact
and
engage
with
the
puzzles
in
ways
where
they
will
apply
their
prior
knowledge
and
understanding
in
meaningful
ways.
Game
Consideration
&
Change
2
|
Game
Testing
Ideally,
this
game
would
be
market
tested
to
Grade
7
to
Grade
10
aged
students
(12
–
15
years
old)
to
establish
a
sense
of
understanding,
application
and
engagement.
With
this,
gamers
would
be
asked
to
play
the
game
over
an
extended
period
of
time,
both
in
line
with
Chemistry
related
material
(in
class)
and
otherwise.
Through
this
testing,
an
understanding
of
how
game
mechanics,
and
their
application
to
our
target
market,
would
be
analyzed.
From
the
data
uncovered,
further
developments
and
changes
would
be
considered
in
game
design
which
could
potentially
impact
aspects
of
game
design,
user
interface
and
player
engagement.
Game
Consideration
&
Change
3
|
Development
Of
Hydra
Character
To
extend
this
game
further,
focus
on
the
development
of
the
character
“Hydra”
would
be
made
in
terms
of
strengthening
her
role
within
the
game.
As
a
way
of
broadening
our
player
audience
and
focusing
on
issues
of
equity
and
equality
through
gender
representation,
efforts
would
be
made
in
player
customization
so
that
the
avatar
used
by
the
player
throughout
the
game
could
potentially
be
female.
Another
way
to
go
about
this
could
be
to
offer
an
increased
period
of
playability
with
Hydra
in
such
as
way
where
her
character
branches
off
from
initial
gameplay,
into
a
sub-‐
narrative
of
her
own.
PAGE
4 1
Game
Consideration
&
Change
4
|
Game
Coding
&
App
Store
(Or
Equivalent)
As
a
final
consideration
of
this
game,
it
would
ideally
be
coding
and
made
available
through
online
application
marketplaces
such
as
the
Apple
App
Store,
BlackBerry
App
World
and
Androids
App
Marketplace.
If
more
time
was
available,
this
development
would
work
in
tandem
with
game
development
testing
as
a
way
of
improving
game
user
interface,
game
play
and
player
engagement
as
per
specific
smartphone,
tablet
and
adjoining
operating
system.
PAGE
4 2
Public
Game
Design
Credits
PAGE 4 3