top of page
01.jpg
The Rod of Asclepius
Introduction
SERIOUS GAME DESIGN · The Rod of Asclepius

THE ROD OF ASCLEPIUS

From Digital Design Studio, School of Simulation and Visualisation, the Glasgow School of Art

COURAGEOUS

—— Aristotle

“He who faces and fears the right things for the right motive and in the right way and at the right time, and whose confidence is similarly right, is courageous.”

PROJECT DEMO:

DISCOVER WHAT IT MEANS TO BE COURAGEOUS, A SCI-FI THIRD-PERSON ADVENTURE GAME FOR 12-16 YEAR OLDS

TEAM COMMUNICATION:

1x Project Management

1x Storytelling

1x Modelling

2x Programming

team04.jpg

MY ROLE- Rebecca Xu

Storytelling

Concept Art

Dialogue

Level Design and Developmemt

team02.jpg

David McCulloch

Project Management

Character Animation

Sound

Programming

team03.jpg

Tom Brown

User Experience

User Inerface Design and Development

team05.jpg

Oliver Gu

Character AI

Camera Layout

Modelling

Level Design and Development

team01.jpg

Chris Xiong

Programming

Level Design and Development

slack.png

Slack

trello.png
trello-01.png

Trello

WHERE TO BEGIN:

A COURAGEOUS ACTION IS THE ABILITY TO MAKE A JUDGEMENT CALL WITH A COURAGEOUS MANNER FOR AN APPROPRIATE REASON

BEGIN.jpg

“He who faces and fears the right things for the right motive and in the right way and at the right time, and whose confidence is similarly right, is courageous”  —— Aristotle


The mythic Aristotelian outlook asserts that the courageous are without fear. 

However, would fearlessness in the face of death be deemed as Courageous or reckless and thoughtless? Fearlessness seems counterintuitive to our innate drive for self-preservation (Brady 2005).

A courageous action is the ability to make a judgement call with a courageous manner for an appropriate reason, coupled with the willingness to confront fear, pain, danger, uncertainty, or intimidation.

TRIADIC GAME DESIGN - REALITY MODEL:

ILLUSTRATE TO TEENAGERS THE IMPORTANCE OF COURAGE;

DISTINGUISH BETWEEN APPROPRIATE COURAGEOUS ACTS AND THE 'MASK OF COURAGE'

TRIADIC GAME DESIGN - MEANING MODEL:

ENABLE TEENAGERS TO DETERMINE THE TRUE NATURE OF COURAGE IN ORDER TO FACILITATE PERSONAL GROWTH AND AUTONOMY

LEARNING OUTCOMES:

ROLE PLAY SUPPORTS THE CONTEXT FOR LEARNING AND PROVIDE MOTIVATION

PRIMARY

The importance of being courageous and what exhibiting true courage means

SECONDARY

Risk-taking isn’t always courageous

STORYTELLING & SIMULATION

Role play supports the context for learning and provide motivation, in this case the protagonist.

The player has to collect / interact with objects in the environment to progress through the game. The player gets to ‘write’ their game and shape their experience through choices and creation of content.

PRODUCTION: 

THIS GAMEPLAY LOOP WILL PUSH FORWARD A LARGER NARRATIVE ARC, WITH MINOR NON-ESSENTIAL BRANCHES THAT CONTRIBUTE TO WORLD-BUILDING AND WORK IN TANDEM TO DELIVER THE PLAYER EXPERIENCE

01.jpg
03.jpg
02.jpg
04.jpg

Gameplay Loops:

· Enter area

· Speak with NPC’s

· Choose response

· Dialog options open up depending on previous responses

· Explore area based on previous conversations with NPCs

· Collect items from environment

· Return to any NPCs that have given you a task you feel is required and collect reward

· Go to a workshop and craft items for your wheelchair that allows access to next area or makes the robot better

· Use your robot to solve puzzles to move onto next area using new skills from conversations with NPCs

WHEN WE WORK OUT HOW TO MAKE PUZZLE, WE CAN CREATE OUR MECHANISTIC RULES

PUZZLE-00.jpg
PUZZLE-01.jpg

Puzzle Game Loops:

· Use robot to interact with space

· Modify layout

· Interact with objects that have physical properties and move/shift/etc in a sandbox

· Move player across environment

Rules:

<< When we work out how to make puzzles, we can create our mechanistic rules>>

Click on ground to move player to space

Click on object to collect/interact

Click on NPC to talk

OVERVIEW:

Discover what it means to be courageous, a sci-fi third-person adventure game for 12-16 year olds.

AUDIENCE:

Geeky 12-16 year olds that may need a nudge when it comes to having the courage required to get the most out of being a teenager.

MOODBOARD: GUNNM(Battle Angel Alita) - UP WORLD AND DOWN WORLD

122222.png
122222-00.png
122222-02.png
122222-01.png

WORLD ENVIRONMENT:  A NUCLEAR WINTER; THE SURVIVING PEOPLE MOVE UNDERGROUND AND CREATE TOWNS AND CITES FROM MEGADUMPS/SCRAPHEAPS

Underground

A nuclear winter

In the year 2128 World War IV, the Resource war, consumes the Earth. The result of the war is a nuclear winter, caused by a layer of smoke and dust in the atmosphere blocking the sun's rays, causing an ice age and making the world dark and incredibly difficult to live in. Most of humanity perishes.

 

Some people escape the Earth to live on space stations or escape into spaceships, but most of the surviving people move underground and the majority of these create towns and cities from megadumps/scrapheaps, as the warmth from the decomposing material warms the surrounding area and also provides resources to live.

Robot

Playable potentially Megadump

Guy

13

NPC/Secondary Player Space hospital

STORY:  

STORY-0.png
STORY-1.png

CHARACTER:  GIRL; GUY; ROBOT; GRANDFATHER OF THE GIRL

character-0.png

Girl

14

Player

Megadump

Grandfather of the girl

NPC

Megadump

SCENE AND LEVEL DESIGN:

Q&A PUZZLE DIALOGUE:

ORIENTATION PUZZLE GAME AND CHINESE TRADITIONAL FIVE ELEMENTS AND EIGHT TRIGRAMS:

puzzle-0.JPG

Chinese Traditional Five Elements

puzzle-1.JPG

Chinese Traditional Eight Trigrams

BUILD:

PROTOTYPE:

WHAT'S NEXT:

· Testing the game in 12-16 years old,and making an interview about the distinguish between appropriate courageous acts and the ‘mask of courage’

· Storytelling in the serious games design and researh

CONTACT ME

Thanks for submitting!

© 2024 by BOYU XU. @ Utrecht University @ Centrum Wiskunde & Informatica @The Glasgow School of Art @Nanjing University of the Arts 

bottom of page