2. Summary
• Introductions for all (10-20 minutes)
• Overview of game design, serious games and gamification (50-40 minutes) finish at 9:30
• Discussion of technologies, methods and prototyping tools (20 minutes).
• Group suggest ideas (10 minutes)
• Short break/questions (20 minutes)
• Selection of teams (10 minutes) Finish at 11:30
• Work on game ideas as prototypes and playtest solutions (50 minutes)
• Present prototypes to all (50 minutes) finish at 12:30
4. Twine
• https://www.mcvuk.com/development/a-guide-to-twine (many examples)
• https://www.mcvuk.com/development/developer-guide-what-is-twine
• http://www.sfwa.org/creating-interactive-fiction-guide-using-twine/
• https://jennaherdman.gitbooks.io/a-digital-humanities-primer-for-english-students/content/Twine%20Tool%20Tutorial.html
• Twine wiki
• TwineHub
• Buried by Tara Copplestone (no longer online?)
• Top Twine Games Make the Most of Interactive Fiction
• Free twine hosting http://philome.la/allieisanant/merry-wanderer play free game http://philome.la/allieisanant/merry-wanderer/play
• https://jennaherdman.gitbooks.io/a-digital-humanities-primer-for-english-students/content/Digital%20Mapping.html Digital Mapping Tool
Tutorial
• https://jennaherdman.gitbooks.io/a-digital-humanities-primer-for-english-students/content/Twine%20Tool%20Tutorial.html
10. space refugee Zach Whalen
https://www.youtube.com/watch?v=oSDd_ytw4T4
http://www.zachwhalen.net/projects/
11. Never alone
Website http://neveralonegame.com/
Trailer https://www.youtube.com/watch?v=lM_80zVzwpI
Shapeshifters roam the tundra in many Alaska Native stories.
Shapeshifters roam the tundra in many Alaska Native stories.
When was the last time a video game told you about a whole other culture? Took you somewhere remote you'd only heard about in passing, and let
the people who've lived there speak to you in a generations-old voice? Never Alone does that all-too-rare thing and does it very well.
12.
13. Some examples
• Venus Meets Venus by kaleidofish, Twine (2014). Free
http://ifdb.tads.org/viewgame?id=fbvvkywbvcovbinl
• the uncle who works for nintendo by Michael Lutz (2014), Twine. Free
http://ifdb.tads.org/viewgame?id=dwgm9le9d8uh2ibq
[https://ztul.itch.io/the-uncle-who-works-for-nintendo] horror
19. VIRTUAL HERITAGE
…the use of computer-based interactive technologies to record, preserve, or recreate artefacts, sites and actors of historic, artistic, religious, of cultural significance and to deliver the results openly to a global audience in such a way as to provide formative educational experiences through electronic
manipulations of time and space.
Stone, Robert, and Takeo Ojika. 2000. Virtual heritage: what next? Multimedia, IEEE no. 7 (2):73-74.
20. 2 GAME DESIGN
• “A game is a system in which players engage in an artificial conflict,
defined by rules, that results in a quantifiable outcome.”
• Emphasis on conflict (mimesis, vertigo, chance?)
• Discounts games that may never have a final outcome (e.g. cricket)
• No mention of the importance of strategy.
• http://idmaa.org/?post_type=journalarticle&p=528 Rules of Play by Salen
and Zimmerman
21. 2b My working definition
• A game is a challenge that offers up the possibility of temporary or
permanent tactical resolution without harmful outcomes to the real world
situation of the participant.
22.
23. https://archaeogaming.com/2018/08/31/publication-
an-archaeogaming-grand-challenge/
• The archaeology of games and game-play provides a well of ideas that will never run dry, and all of these
ideas—once thoroughly researched and reviewed—deserve to be published as a starting point for
dialogue. Depending on the topic and game(s) in question, a journal article will require media to support
and illustrate the underlying synthetic text and data. Because games are kinetic and are designed to be
played, illustrating gameplay—either completely or isolating relevant in-game events—is key.
• As of this writing, there are only a handful of venues that might consider publishing articles on (digital)
game archaeology. As ours is a relatively new field when compared to other branches of archaeology,
there is no dedicated, peer-reviewed publication dedicated to the work. Until that publication exists,
authors must look elsewhere in an attempt to shoehorn their work into an archaeological journal with a
fairly wide/liberal mandate/mission. Possible venues include: Open Archaeology, Epoiesen, Advances in
Archaeological Practice, and Internet Archaeology to name a few (all of which offer some kind of non-
predatory Open Access option). Games and Culture is another suitable journal, albeit with limited Open
Access options (which I hope will change). MIT Press’s monograph series, Platform Studies, is a
possibility for publishing book-length work, and Berghahn Books published my
introduction, Archaeogaming.
37. 3D models
• Download Sketchup now https://www.sketchup.com/products/sketchup-pro/new-in-
2018?ds_rl=1257435&gclid=EAIaIQobChMI1NL_vKq33QIVioV-
Ch2_pALCEAAYASAAEgLkYvD_BwE
• http://www.gvgktang.com/commemorative-virtual-heritage-with-sketchup.html Commemorative
Virtual Heritage with SketchUp see also http://www.gvgktang.com/research/the-odeon-theater-
continued-commemorative-virtual-heritage-with-sketchup
• https://3dwarehouse.sketchup.com/collection/76f99269da30ecf64a2818c1483a0e8c/UNESCO-
Sites?sortBy=modifyTime%20DESC&searchTab=model
• https://3dwarehouse.sketchup.com/collection/e45818ce77d66ffa73c7ebcd5f103763/Cultural-
Centers?sortBy=modifyTime%20DESC&searchTab=model
• https://3dwarehouse.sketchup.com/collection/4d70d2d75dc56163fdc252547e259a76/World-
Cultural-Heritage?sortBy=modifyTime%20DESC&searchTab=collection World Cultural Heritage
38. Sketchfab
• https://sketchfab.com/tags/world-heritage-site
• https://sketchfab.com/categories/cultural-heritage-history
• https://blog.sketchfab.com/bringing-built-heritage-digital-life/
• https://sketchfab.com/nebulousflynn/collections/monuments-sites-world-heritage-day world heritage day
• Unity to Sketchfab to Asset Store https://help.sketchfab.com/hc/en-us/articles/205651625-Unity-Asset-
Store (https://help.sketchfab.com/hc/en-us/articles/205651625-Unity-Asset-Store)
• https://techcrunch.com/2018/03/21/sketchfab-lets-you-import-3d-models-into-your-favorite-3d-
software/
• How to import sketchfab to Unity https://assetstore.unity.com/packages/tools/input-
management/sketchfab-for-unity-14302
43. Ancient Greek Game]This game is designed to: maximize immersion in the realities of sailing the ancient sea, closing the gap between our modern perspectives of sea travel and ancient realities
generate data recorded from players’ behavioral patterns when making choices about how to move about the maritime networks; integrate ancient voices from history and mythology with
geospatial realities of economic resources, political trends and potential for gathering up to date knowledge
Over time we plan to: develop different stories for players to follow based on literary sources; offer distinct awards or prizes based on the success of their ventures – whether they aimed for
financial, political or cultural goals; enable players to stop and save the game and then resume..
https://scholarblogs.emory.edu/samothraciannetworks/the-game/
44. Ancient Greek Game]This game is designed to: maximize immersion in the realities of sailing the ancient sea, closing the gap between our modern perspectives of sea travel and ancient realities
generate data recorded from players’ behavioral patterns when making choices about how to move about the maritime networks; integrate ancient voices from history and mythology with
geospatial realities of economic resources, political trends and potential for gathering up to date knowledge
Over time we plan to: develop different stories for players to follow based on literary sources; offer distinct awards or prizes based on the success of their ventures – whether they aimed for
financial, political or cultural goals; enable players to stop and save the game and then resume..
https://scholarblogs.emory.edu/samothraciannetworks/the-game/