Professional Documents
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Insert Interactive
Application Logo
Team Members:
1. Jane Smith (123456)
2. John Doe (123456)
3. John Smith (123456)
20 May 2022
Table of Contents
Table of Contents.........................................................................................................2
1 – Introduction............................................................................................................ 3
2.2. Technical............................................................................................................. 4
3.6 Storyboard........................................................................................................... 8
4 – Technical Information............................................................................................9
4.4 Resources.........................................................................................................10
5 – Conclusions......................................................................................................... 11
References.................................................................................................................12
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1 – Introduction
The introduction should include a brief sentence or two about the interactive
application, its genre, player type, technical form, references and theme. Everyone that
reads this should be able to understand what the basic idea of the interactive
application.
A new purpose for the introduction can also be the reason for the concept and history
of the game the concept is based upon. Here is a short list of subjects to address in the
introduction (max 1½ page):
• Genre
• Player Type
• Game Play
• Technical Form
• History
• Reference
• Theme
• Design Intentions (original or cloned)
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2 – Interactive Application Analysis
Provide a description of the interactive application (IA). If the IA is a game address the
following: Role-play, Adventure, Strategy, Puzzle, Simulator, Construction &
Management, etc.
Game elements are the basic activities the player will be doing for fun during the game.
Example: Shooting, Collecting, Chase, Combat, Dodging, etc.
Game Sequence: For example: Linear- Storylines, Hyper- Storylines that the player
can influence, Simulation, etc.
User/Player: The number of players/users that can interact with the application at once.
User Immersion: This is an attempt to understand what kind of enjoyment the user will
receive from the interactive application. For examples: Tactical, Strategy, Narrative,
Physical, Emotional, and Mental.
Reference: References can come from anywhere. The idea is to describe your
interactive application's story, play, and style with references.
2.2. Technical
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2.3. Interactive Application Atmosphere
The User Interaction section is utilized to create a descriptive paragraph about how the
IA is user and/or played. The idea is that you want the person imagine they are actually
using the IA.
Example: “the Lazarus Fighter has more armour than the Apollo Fighter.”
This outline will vary according to the type of the interactive application / game:
• Opening the application
• IA Options
• Story Synopsis
• Modes
• IA/Game Elements
o Game Levels (if this is a game)
• User's Controls
• Winning (if this is a game)
• Losing (if this is a game)
• End
• Why is all this fun?
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3 – Interactive Application Design
This section describes how interactive application's objects behave, controlled and
properties they have. This is often referred to as the “mechanics” of the IA. This
documentation is primarily concerned with the IA itself.
In this section, the definition of the IA use/play is established. Definitions should include
how a user transitions in the application (i.e. wins, loses, transitions between levels,
and the main focus of the gameplay, if the application is a game).
Issues that should be addressed here are: Menu, Player Control, Synopsis, Game
Play, and Game Over (Winning, & Losing)
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3.3 Interactive Application Flow Chart
The IA flow chart provides a visual of how the different application elements and their
properties interact. IA flow charts should represent Objects, Properties and Actions that
are present in the application. Flow chart objects, properties and actions should have a
number reference to where they exist within the application mechanics document.
The user elements section lists all the elements that are directly related to the player or
serve to benefit of the player. Devise two sets of names for player elements. One set is
a generic name (or code) and the other is its game name. Describe the terminology
that you use to describe the player’s properties. This is a good place to interact with a
graphic designer to ensure the game graphics match the game names. Graphics that
will be seen during game play should be exhibited here.
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these objects by describing what affect they cause and how the player can use the
object.
This is where a description of the user’s control of the application can be placed. It is
also recommended to think about which buttons on a device would be best suited for
the application. Consider what the worst layout is, then ask yourself if your UI is it still
playable?
A visual representation can be added, where we relate the physical controls to the
actions in the game. When designing the UI, it may be valuable to research quality
control and user interface (UI) design information
3.6 Storyboard
This is where the story can be described in detail. A story board can be used to tie in
graphics to the text, include sketches and/or diagrams.
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4 – Technical Information
This section provides the information concerning the technical aspects of the IA should
be placed here. The technical document contains information as provided by the team
members responsible for the Visual, Programming, and Audio aspects.
A list of technical requirements from those in concerned with the visual aspects of the
game. All objects should be listed with their generic names. Screenshots of the
objects/assets used in the interactive application should be included and described.
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4.3 Audio Content
In this section the audio content should be mapped to the visual objects being
developed, thus explaining the purpose it serves.
4.4 Resources
The resources section lists applications and equipment that are acceptable for use in
the development of this application. This begins to satisfy a legal challenge that
developers must begin to be aware of.
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5 – Conclusions
Include a brief summary of the work carried out and what has been accomplished (1
page).
Indicate any future work that would enhance your interactive application (max ½ page).
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References
References should be listed here in sequential form [1], [2], [3], etc. In Word, select the
Reference tab, and click on Insert Citation to Add Reference in the text above. Then
click on the references and click update citations. Alternatively manually enter citations.
You may delete the [Begin] and [End] tags prior to printing.
[Begin]
[1] C. Markides, “CSED Style Guide,” Style Guide Journal, vol. 1, no. 1, p. 15, 2015.
[End]
References examples:
[2] V. F. Ruiz, ‘Style Guide for Technical Reports and Academic Papers’,
Department of Cybernetics, University of Reading, 2001.
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