7.1 Creating Killer Game Spaces

Big Ideas for this lesson 
Guiding Questions          
Recommended Games     
The qualities of a game space determine the kinds of activities that can take place.

Game spaces are a defining feature of a game.
How do different combinations of level parameters give rise to different kinds of games? Quest - Addison Joins the League:

    Security System Space,            Episode 3 Mission 3

    Space Repair, Episode 3            Mission 4

    Stabilized Space, Episode 5     Mission 3

What's on for today:

In this lesson students will compare and contrast top-down, bounded spaces with those that are platformers. Through the design of games students will explore the relationship between game space and game mechanics.

What you need:

-Multiple copies of “Playtester feedback work- sheet” per student
-One copy of “Presentation worksheet” per student

What's attached:

-Playtester feedback worksheet
-Presentation worksheet


Total: 1 hour and 20 minutes

Play - 10 minutes
Discuss - 10 minutes
Design - 30 minutes
Playtest and Iterate - 20 minutes
Circle Up - 10 minutes

10 minutes

Choose a game or series of games in Gamestar Mechanic for your class to play that highlight the different kinds of game space. If you are having trouble choosing a game or creating one of your own, refer to the recommended games for this lesson.

10 minutes

1. Begin a conversation with your class about the spaces that exist in the game(s) they played. If your class is having difficulty with the concept of game space use the following questions to help them out:

    Describe the qualities of the game space in the game(s) you played.

    Describe how the design of the space affected how you moved through the game space.

    Describe how the game space affected what you chose to do in the space.

30 minutes

1. Have your class start by designing a top-down game modeled on a setting like a racetrack or a garden.

2. Remind them to use the game label and intro screen to suggest something about the game space.

3. Have your students add a second level to the game, this time using a platformer space. Recreate the first level in this new space.

Playtest and Iterate

20 minutes

Give students time to playtest each others’ games. Allow them to make changes to both levels of their game based on the feedback received.

Circle Up
10 minutes

1. Have your class present their games to each other.

2. Encourage each student to talk about their top-down and platformer games. Use the following prompts to get the conversation started:

    What is the idea behind your game space?

    How did the concept change from level 1 (top-down) to level 2 (platformer)?

How did it go?

Did students feel empowered to try out radically different game ideas based on the two different game spaces?

Were they in control of decisions they were making about the qualities of the game space in relation to their game idea?

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Unknown user,
Jan 4, 2011, 8:13 AM