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 Game  Design  &  Development  


Titanium:  
Titan’s  Periodic  Quest  
 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 
 
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  

GENERAL  GAME  FEATURE  SET   10  


GENERAL  GAME  FEATURE  1  |  EDUCATIONAL  COMPONENT         10  
GENERAL  GAME  FEATURE  2  |  NARRATIVE  COMPONENT                                                         10  
GENERAL  GAME  FEATURE  3  |  GAME  PLAY  COMPONENT:     11  
INTRODUCTION     11  
INITIAL  GAME  PLAY  &  STRUCTURE     12  
GAME  SUCCESSION   12  
GAME  COMPLETION     13  

SINGLE-­‐PLAYER  GAME  FEATURE  SET   14  


OVERVIEW:     14  
HOURS  OF  GAME  PLAY     14  
VICTORY  CONDITIONS         14  
SINGLE-­‐PLAYER  GAME  FEATURE  1  |  PUZZLE  CHAMBER                                                         14  
SINGLE-­‐PLAYER  GAME  FEATURE  2  |  THE  FINAL  CHALLENGE   15  

PAGE  2  
GAME  CHARACTERS   16  
OVERVIEW     16  
PERSONALIZING  A  CHARACTER     16    
CHARACTERS:         16  
TITAN     16  
DR.  DAVID  DI     17  
DIOIXDE     17  
HYDRA     18  

GAME  WORLD  FEATURE  SET   19  


OVERVIEW     19  
GAME  WORLD  FEATURE  1  |  THE  PASSAGEWAY  &  CHAMBERS     19  
GAME  WORLD  FEATURE  2  |  SATURNIAN  TITANIUM     19  
GAME  WORLD  FEATURE  3  |  DIOXIDE’S  LAIR     19  

GAME  WORLD  LAYOUT  &  WALKTHROUGH  FEATURE  SET   20  


GAME  WORLD  LAYOUT  &  WALKTHROUGH  FEATURE  1  |  THE  PASSAGEWAY  &  CHAMBERS     20  
GAME  WORLD  LAYOUT  &  WALKTHROUGH  FEATURE  2  |  THE  FIRST  CHAMBER  &  PUZZLE     21  
GAME  WORLD  LAYOUT  &  WALKTHROUGH  FEATURE  3  |  CHAMBER  KEYPADS     22  
GAME  WORLD  LAYOUT  &  WALKTHROUGH  FEATURE  4  |  HYDRA  &  PUZZLE  TIPS     23  
GAME  WORLD  LAYOUT  &  WALKTHROUGH  FEATURE  5  [A]  |  HYDRA  &  TITAN     24  
GAME  WORLD  LAYOUT  &  WALKTHROUGH  FEATURE  5  [B]  |  HYDRA  &  TITAN     25  
GAME  WORLD  LAYOUT  &  WALKTHROUGH  FEATURE  5  [C]  |  HYDRA  &  TITAN    26  
GAME  WORLD  LAYOUT  &  WALKTHROUGH  FEATURE  6  |  OBTAINING  THE  SATURNIAN  TITANIUM     27  
GAME  WORLD  LAYOUT  &  WALKTHROUGH  FEATURE  7  |  FINAL  PUZZLE  CHALLENGE     28  

GAME  USER  INTERFACE   29  


OVERVIEW     29  
GAME  USER  INTERFACE  FEATURE  1  |  INITIAL  INTERFACE:     29  
HOME  SCREEN  |  MAIN  MENU     29  
SKILL  LEVEL  SELECTION  |  SUB  MENU  1     30  
PERIODIC  TABLE  CATEGORY  SELECTION  |  SUB  MENU  2     30  
LEVEL  OVERVIEW  &  SELECTION  |  SUB  MENU  3     31  
GAME  USER  INTERFACE  FEATURE  2  |  GAME  PLAY  INTERFACE:     31  
PASSAGEWAY  |  GAME  PLAY  NAVIGATION  1     31  
LEVELED  CHAMBERS/SOLVING  PUZZLES  |  GAME  PLAY  NAVIGATION  2     32  
GAME  USER  INTERFACE  FEATURE  3  |  SOCIAL  INTEGRATION:     35  
GAME  CENTRE  |  IOS     35  

GAME  MUSICAL  SCORES  &  SOUND  EFFECTS   36  


OVERVIEW     36  
SOUND  CLIPS     36  
 
 

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  

GAME  CONSIDERATIONS  &  CHANGES   41  


GAME  CONSIDERATION  &  CHANGE  1  |  PUZZLE  DEVELOPMENT     41  
GAME  CONSIDERATION  &  CHANGE  2  |  GAME  TESTING     41  
GAME  CONSIDERATION  &  CHANGE  3  |  DEVELOPMENT  OF  HYDRA  CHARACTER     41  
GAME  CONSIDERATION  &  CHANGE  4  |  GAME  CODING  &  APP  STORE  (OR  EQUIVALENT)     42  

PUBLIC  GAME  DESIGN  CREDITS   43  


ACTIVITIES     43  
GROUP  ORGANIZATION  &  MANAGEMENT     43  
GAME  DESIGN  COMPONENTS  (GAME  DESIGN  DOCUMENT)     43  
PRESENTATION  COMPONENTS     43  
GROUP  MEETINGS    43  
MISCELLANEOUS       43  
   
 
 
 
 
 
 
 
 

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  

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  apart  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.    
 
 
 
 
Titan  Concept  

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  

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.  
 
 
 
 
 
 
 
 
 
 
  Dioxide  Concept  

PAGE  1 7  
Hydra    
 
 
 
 

 
 
 
 
 
 
 
 

A  once  part-­‐time  lab  assistant  to    


Dr.  David  Di  at  Magna  Corp.,  Hillary  Drake  
worked  under  this  twisted  scientist  with  
promises  of  research  and  grant  money  to  
fund  her  biochemistry  endeavors.  With  
hopes  for  the  future,  Drake  always  sought  
to  please  her  supervisor  Dr.  Di,  even  when  
he  turned  to  the  dark  side.  With  this,  
Hillary  Drake  became  Hydra  as  she  
continued  to  support  Dioxide  in  his  
scientific  quest  for  world  domination.  
Maintaining  her  innocence  and  good  
nature,  Hydra  no  longer  supports  Dioxide’s  
quest  and  looks  to  break  free  of  his  hold,  
supporting  all  those  who  seek  to  
overpower  him,  such  as  Titan.  Hydra  vows  
to  help  Titan  along  his  quest  by    
communicating  vital  puzzle  information  to  
him  in  the  passageway  via  a  Bluetooth  
earpiece  she  threw  into  the  passageway  
that  they  both  wear  throughout  the  game.  
  Hydra  Concept  
 
   

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.    

Feature  5A  Concept  

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.  
 

Feature  5B  Concept  

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.    

Feature  5C  Concept  

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  

Home  Screen  |  Main  Menu  


 
At  the  onset,  the  player  is  to  tap  the  “Titanium:  Titan’s  
Periodic  Quest”  application  icon  to  activate  the  game.  
With  this,  the  game’s  Home  Screen  Main  Menu  appears.  
The  player  is  to  tap  on  PLAY  to  begin  game  play,  or  may  
select  to  OPTIONS  to  access  game  settings  such  as  game  
effects  (sounds,  music  and  game  reset),  avatar  
appearance  (creating  personalized  features)  and  so  on.  
Further,  selecting  “Crystal”  at  the  bottom  of  the  home  
screen  allows  the  player  to  learn  more  about  the  origin  
of  the  Saturnian  Titanium  Crystal,  Titan’s  power  source.    
 
 
 
 
 
 

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  

Passageway  |  Game  Play  Navigation  1    


 
 
Total/Proposed  &  
Bonus  Time      
  Titanium  Power  
Level  Indicator  
 
 
 
 
 
 
Joystick  &      
Tool  Kit     Interaction  &  Fly  +  
Jump  Buttons  

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  

Game  Centre  |  iOS  


 
 
A  new  social  gaming  experience  on  the  iOS  
“Think  
user  interface,  Game  Centre  lets  friends,  and  
 
soon-­‐to-­‐be-­‐friends,  in  on  all  the  action.  Players  
 
can  invite  someone  to  join,  then  get  a  game  
  going  with  Game  Apps  built  for  Game  Centre  
  integration.  “Titanium:  Titan’s  Periodic  Quest”  
  is  designed  to  do  just  that.  The  Game  Centre  
  app  on  iOS  lets  a  player  expand  their  social  
  gaming  network.  All  anyone  needs  to  play  is  an  
  iDevice  running  iOS.  Players  need  only  tap  the  
  Game  Centre  app  on  their  Home  screen,  sign  
  in  with  their  Apple  ID,  and  they’re  good  to  go.  
  Any  games  can  be  downloaded  by  tapping  
  links  in  Game  Centre.  Games  can  be  started  
  right  in  the  Game  Centre  app.  “Titanium:  
  Titan’s  Periodic  Quest”  will  connect  to  the  
  Game  Centre  and  will  enable  players  to  check  
  out  the  leader  boards  and  see  how  their  score  
ranks  against  their  friends,  as  well  as  all  
players  of  the  game.  Players  can  also  compare  
game  achievements  with  others.    
PAGE  3 5  
Game  Musical  Scores  &  Sound  Effects  
 
Overview  

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  
 
 

 
 
 
 
 
 
 
 

  The  sound  used  for  the  game’s  background  will  


Musical  Score   represent  its  industrial  and  futuristic  atmosphere.   Sound  Clip  1    
  The  chosen  clip  is  ambient  background  noise  of  an   Ambient  Auto  Factory  
  auto  plant.  
 
 

 
 
 
 
 
 
 
 
 
 
 

  As  Titan  and  Hydra  enter  the  passcode  to  escape  


Keypad  Buttons   each  chamber,  the  following  clip  will  be  used  to   Sound  Clip  2  
emphasize  the  sound  of  buttons  being  pressed.   Button  
 

   
 
 
 
 
 
 
 
 
 
 
 
 

When  each  chamber’s  door  opens,  the  following   Sound  Clip  3  


 
 
 

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  
 

As  Hydra  and  Titan  jump  from  platform  to   Sound  Clip  4  


 
 
 
 
 
 
 
 

Jumping   platform,  the  following  sound  will  be  heard.     Jump  Off  

 
 

As  Titan  and  Hydra  jump  from  platform  to  


 
 
 
 
 
 
 
 
 
 
 
 

platform,  the  following  sound  will  be  heard  to  


 
 
 
 
 
 
 
 

Sound  Clip  6  
 
 
 
 

highlight  the  image  of  their  landing.    While  this  clip  


 

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  
   

During  Dioxide  and  Titan’s  final  challenge,  this  clip  


 
 
 
 
 
 
 
 
 

Sound  Clip  8    
 

Final  Challenge   will  be  played  in  the  background  to  intensify  the  
scene.     Battle  
   

Once  Hydra  and/or  Titan  have  completed  a  puzzle,  


 
 
 
 
 
 
 
 
 

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  
 
 
 
 
 
 
 

  Formal   within  its  own  structures  and  boundaries.    


     As  a  cultural  system,  our  game  is  open  as  it  promotes  interaction  from  
  Cultural   the  user  to  apply  their  own  knowledge  and  understandings,  regardless  
  of  experience,  situation  or  locale.  
     This  game  shifts  from  both  open  and  closed  as  it  employs  both  formal  
  and  cultural  (experiential)  systems  into  its  game  play.  Knowledge  and  
 
 
 
 

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  

Game  Consideration  &  Change  1  |  Puzzle  Development      

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  

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