Table of Contents

Getting Started Orientation
    Getting Started Teacher Pack - Download PDF
    1. Introduction
        1.1 Who Plays Gamestar Mechanic?
        1.2 Who Teachers with Gamestar Mechanic?
        1.3 What is the Pedagogy behind Gamestar Mechanic?
        1.4 What Skills are Learned in Gamestar Mechanic?
        1.5 Gamestar is a Pathway to Programming
        1.6 What are the Technical Requirements?

    2. Approach to Teaching Gamestar
        2.1 Role of Teachers and Mentors

    3. Orientation to Gamestar
        3.1 Registration Screen
        3.2 The Quests
            3.2.1 Episodes and Missions
        3.3 Workshop
            3.3.1 Toolbox
            3.3.2 Game Grid
            3.3.3 Sprite Tray
            3.3.4 Edit/Play Toggle
            3.3.5 Tools
            3.3.6 Level Settings
            3.3.7 Game Settings
        3.4 Game Alley
            3.4.1 Viewing a Game in Game Alley
        3.5 Sprites

Getting Started Lessons

        Lesson 1: Terms and Concepts
        Lesson 2: Core Design Elements
        Lesson 3: Balance
        Lesson 4: Design
        Lesson 5: Playtest and Iterate

Lessons on Game Design
             Sample Sequences
                Lesson 6: Rules

                    6.1 What are rules?
                    6.2 The art of writing rules
                    6.3 The design of rules
                    6.4 Writing game descriptions
                Lesson 7: Game Space
                    7.1 Creating killer game spaces
                    7.2 Bounding and wraparound game space
                    7.3 Worlds of scrolling spaces
                Lesson 8: Core Mechanics and Parameters
                    8.1 Inventing mechanics
                    8.2 Finding games in mechanics
                    8.3 Building around an avatar
                    8.4 Understanding health and speed
                    8.5 Enemy health, speed, damage
                    8.6 Understanding enemy movement
                    8.7 Parameter rules and sprite behavior
                    8.8 Advanced enemies
                Lesson 9: Goal Creation and System Sprites
                    9.1 What is a goal?
                    9.2 Creating simple goals
                    9.3 Multiple goals and game space
                    9.4 Creating short-term goals
                    9.5 Goals, items, and creating challenge
                    9.6 Goal combos
                    9.7 Goals and creating layered play experiences
                Lesson 10: Designing Challenge
                    10.1 Level Design
                    10.2 Smart selection of sprites
                    10.3 Creating choice points
                    10.4 Narrative, challenge and game space
                    10.5 Using damage blocks
                    10.6 Designing with enemy generators
                    10.7 Designing with doors and keys
                    10.8 The element of surprise

Lessons with Core Curriculum Subjects
                Academic Subjects List             

                    English Language Arts

                A Mythical Tale
                House On Mango Street
                    Social Studies
                Postcards from the Edge
                The Past and the Curious
                Ancient Blueprints
                Battle School
                    Art and Design
                An Escher Encounter
                A Groovy Kind of Game
                Dancing With the Sprites
                Blueprint Inspirations
                The Great Tile Wall
                    Earth Sciences
                Deep Earth Explorer
                The Gem and Mineral Show
                Layers of The Sky
                The Water Cycle
                Laws of the Jungle
                They Are Quite a Pair!
                Wave Craze
                A Fine Balance
                A Thank You Gift
                Recipe For Disaster
                The Slopes Of Mount Everest
                    Game Design
                A Board Game Surprise
                Game Mechanics Revolt

    Challenge Cards