InVector - 6th Semester

PROJECT DETAILS

Role:Game Design | Lead
Team:4
Platform:PC, Browser
Genre:Educational Game, Impact Game
Time:6 Weeks, 2019
Engine:Unity3D, WebGL

MY RESPONSIBILITIES

  • Designing the game systems, especially the disease constructor
  • Creating and balancing the disease traits and symptoms
  • Translating real diseases into the game system
  • Creating UX wireframes for the different interfaces
  • Conducting playtests and UX and impact evaluations
  • Organizing team member’s time and tasks
  • Organizing meetings and milestones
  • Documenting and updating all changes and presentations

This project was created under the specification of being a Serious Game with the keyword “Humanitarian”.

InVector is a browser-based educational impact game targeted at European high school students in 7th to 9th grade, which will be used to enhance a school curriculum. The game aims to raise awareness about major vector-borne diseases that are at risk to spread into Europe, thus educating about the diseases and enabling the users to adapt their behaviour accordingly.

InVector consists of several educational minigames centered around the topic of vector-borne diseases, as well as a disease constructor.
Completing/playing the minigames or completing specific challenges will unlock disease-specific traits.
With these traits, an artificial vector-borne disease may be created in the disease constructor — either to target a specific reason or in a “free build” mode.
Once the constructed disease is finalized, it will be compared against real, existing vector-borne diseases, resulting in an information dump containing statistics and text about the highest-scoring disease of the comparison; and information on its spread, dangers and preventative measures.
It may also contain a short, fictional scenario of what the created disease would do in the real world, if it would be let loose as to support the ludic setting.
Setting-wise, the user will be treated as the apprentice of an evil scientist in their disease lab educating them about the diseases, encouraging them to create a strong disease while learning about actual disease prevention methods in the process.
To keep students interested in the game during the lesson, a big emphasis needs to be placed on usability and framing of the game content.
Art is intended to be kept friendly, accessible and minimalistic fitting for the young, mixed-gender audience, combining ludic and educational elements.
The estimated timeframe for a playthrough is 1-2 school lessons, as it is intended to support a curriculum teaching diseases and health.
If possible within the timeframe of production, the involvement of teaching staff in the play session (by setting tasks or challenges for the class) is a goal that would help to individualize the lessons.

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