© 2018 Studio Kinection. 

1  ANALYSIS

In this stage we're out to understand the key performance issues our games will be addressing and the context in which the games will be used. 

We interview subject matter experts and evaluate existing training materials. We might conduct focus groups with learners or shadow them on the job. We also evaluate different game approaches and technology options.

At the end of this stage, we have a solid understanding of the learning challenges and a set of initial ideas for how to address them.

2  PROTOTYPING

Prototyping is about iteration – trying lots of ideas to "find the fun" before committing to full development.

 

Depending on the scope of the project, we may experiment with different game genres and different technology platforms. We build simple prototypes and play-test them to determine what works with the learners, and what doesn't.

 

In addition to gameplay, we may also design and test art, character, sound, and script approaches. It's a very dynamic process, as new ideas come up and old ones get discarded.
 

3  STORYBOARDING

Storyboarding takes the concepts from prototyping and sets us up for the production phase.

This is typically when we write the full script for the game and define any remaining game logic not covered in prototyping.

We lay out the detailed requirements for art assets, characters, background sound, voiceover, and special effects for each session of the game.

Since storyboarding is done in sections, we can begin production before storyboarding for the entire game or course is complete.

4  PRODUCTION

Production is where it all comes together.

 

Artists create the visual tone for the game with environments, characters, and overall user interface; sound designers create the soundscape and record the voice artists for integration into the game.

Programmers bring the game to life by integrating the assets and the game logic into a playable whole.

Playtesters help ensure that the full game is fun, balanced, and effective; the QA team works with the programmers to ensure that bugs are identified early and quashed quickly.

5  DEPLOYMENT

Now the finished game is made available to the learners.

Deployment can take many forms, depending on the scope of the project, the distribution of learners, and the client's existing learning infrastructure.

We might create a dedicated site from which the learners can play the game and the client can access reports. Or we might integrate the game into the client's existing learning management system (LMS). Mobile solutions present additional options.

Whatever the platform, we work with our clients to determine how best to deploy the solution.