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Process Journal

The document outlines the development process of a multiplayer game called 'Arena Outburst,' focusing on core mechanics, player engagement, and feedback from prototypes. It emphasizes the importance of game design elements such as ergonomics and the Octalysis Framework to enhance player experience. The final game aims to provide an addictive and engaging experience while addressing peer feedback for improvements.

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mir.chopra
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0% found this document useful (0 votes)
2 views24 pages

Process Journal

The document outlines the development process of a multiplayer game called 'Arena Outburst,' focusing on core mechanics, player engagement, and feedback from prototypes. It emphasizes the importance of game design elements such as ergonomics and the Octalysis Framework to enhance player experience. The final game aims to provide an addictive and engaging experience while addressing peer feedback for improvements.

Uploaded by

mir.chopra
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

PROCESS

JOURNAL
PRESENTED BY MIR CHOPRA.
Criteria-A
Unit Details
KEY CONCEPT- Development

RELATED CONCEPT- Ergonomics, Form

GLOBAL CONTEXT- Scientific and technical innovation

FOCUS EXPLORATION- Systems, models, meathods.

SOI- Games are designed systems in which rules, mechanics, and


visual elements work together to create meaningful and engaging
experiences for players, influencing how people interact, think
strategically, and solve problems in real world play & learning
contexts.
Problem
Identification
According to my interviews and reaserch
regarding problems my peers face: I
discovered their main needs include a
multiplayer game which is playable on a
single device. Moreover they want this
game to be fun & addictive.
Core
mechanics
Core mechanics are the essential, frequently
repeated actions and rules—such as jumping
in platformers, shooting in FPS games, or
resource management—that define how
players interact with and experience a game's
world. These mechanics are the foundational
"verbs" of gameplay, transforming a concept
into a playable, engaging, and interactive
system.
Research
Octalysis Framework

Successful games use 8 psychologically fortified


techniques and game elements in order to motivate
and ensure players consistently devote their time,
energy & other resources to the game. Core drives
are the fundamental elements which ensure player
engagement and devotion is a game. The core drives
include epic meaning, accomplishment, creativity,
ownership, social influence, scarcity, curiosity, and
loss.
Case study
Geometry dash analysis.

Geometry dash is a “Die and Retry” video game in


which players use precise timing to jump and fly
around obstacles. It provides 26+ official levels plus
thousands of user created levels. It mainly follows
core drive 2: development & accomplishment, since
the game demands patience & practice in order to
reach the ending. Players are driven my the desire to
reach the ending (accomplishment). The pros of the
addiction and use of core drives in geometry dash
include extreme satisfaction upon completing a level
due to the dopamine surge due to accomplishment.
The cons of the use of core drives in geometry dash
include high frustration due to the player being sent
back to the start of the level.
Game Vision
I Plan to construct a game in which 5 players are in a circular
arena and the goal of the game is the shoot players out in order
to win. It is mainly built on core drive 2 (accomplishment) as the
accomplishment of wining is what will drive the user to engage in
the game. The mechanics of this game will include shooting,
moving and elimination.
CRITERIA B
Prototype 1-
Online arcade.
Pocket arcade is a mobile application connecting many different
arcade games (such as ball drop and claw machine) through a
single application. It utilises a dark, neon colour filled interface
trying to mimic the mood of an arcade.

ADVANTAGES

The interface has a strong vibe and mood helping with the overall
feel of the game.

DISADVANTAGES

the game is unoriginal and has many competitions such as Poki &
“Offline games”.

moreover the game is too easy & doesn’t challenge users as per
my feedback
Prototype 2-
Jungle Escape
Jungle escape is a game in which a player needs to navigate
through a jungle while being constantly chased by a tiger.
Moreover it has a “fight” mode in which you can have a fight with
the tiger in order to defeat it & win the game.

ADVANTAGES

The game is very easily understandable and is moreover very


addictive due to the core drive of accomplishmen.

DISADVANTAGES

The game has many competitors such as geometry dash &


chrome dino. Therefore it will not be able to stand out in it’s field.

The game has many glitches which I was unable to resolve.


Prototype 3-
Arena
Outburst
Arena outburst is a game in which 6 players are dropped into a
circular arena. The goal is to be the last one in the circle alive.
There is a “shoot” machanic allowing players to shoot others out
of the arena

ADVANTAGES

The game is the only one in it’s category.

The neon interface sets a strong mood.

Moreover the game is highly addictive as per feedback from


peers.

DISADVANTAGES

the game is difficult to understand for a first time user.


Final game-
Arena Outburst

I chose prototype 3: Arena Outburst, as my selected final


product as it was, firstly, the most prefered one through
feedback, and secondly, the one with the fewest disadvantages
and most advantages amongst the prototypes. Now I will be
making edits to this game in criteria C- the final creation
process.
CRITERIA C
Creation process

Mood Board
My mood board shows the
main, fundamental, astethics
of my games Such as the
dark, neon colour scheme
along with the joystick
controls and circular, marble
like, balls which are players.
Therefore, in conclusion, my
mood board displays the
astethics, elements, and
themes of my game,
therefore offering a roadmap
on how the landing screen will
look in my game.
Creation process

Flow Chart

My flow chart shows the


functionality of my game
along with how it is supposed
to be played. It displays the
different game modes along
with the process of winning or
losing the game. Therefore, in
conclusion, my flow-chart
shows the ergonomics and
working of my game.
Final game
My final game is a 2 dimensional shooter game in
which multiple players are dropped into a circular
arena. The goal of the game is to shoot other players
out of the arena in order to eliminate them. The last
player standing wins.

Exploring creativity
CRITERIA D
Skill
development
Throughout this project I utililised many ATL skills
and IB learner profiles along the way. Firstly, I
utilised my communication skills to gain feedback
and insight from peers regarding my product.
Moreover, I utililised my critical and creative thinking
skills in order to analyse and construct a solution to
the problem

Exploring creativity
Self feedback
I believe that while my product has certain
strengths, there is always room for improvement. I
believe that my product is highly addictive because
of positive feedback and it following the octalysis
framework. Moreover I believe that there is room for
improvement regarding the implementation of a
multiplayer mode in my product.

Exploring creativity
Testing
meathod
II will be testing this product solely on peer and
teacher feedback as a standardised testing meathod
is absent for this product. Moreover, this meathod
provides user feedback which is essential for the
development of the product.

Exploring creativity
Peer feedback
My peers state that the game should contain a
multiplayer aspect connecting players across
devices. Moreover they want the NPCs to be smarter
& more experienced. I can implement this feedback
by implementing a multiplayer aspect along with
improving the NPCs.

Aadya Dawar playing my game.


S.W.O.T
S T
swot analysis

Strengths Threats
strengths of this product include its Threats in this product include the
2 player mode solving the problem of lack of a multiplayer mode which
boredom based on reports. may cause a player to quit in
boredom due to lack of connection.

W
Weaknesses
O
Opportunities
The weaknesses of this product The product is highly addictive due
include the lack of a multiplayer to it’s use of the octalysis framewor.
aspect which may affect the solving
off the problem.
Thank you
very much!
PRESENTED BY HELENE PAQUET

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