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Anthony Pecorella

We were able to get Anthony Pecorella, designer of CellCraft to answer some questions about the game, and educational game development in general.

Anthony currently works as Head of Developer Relations at Kongregate.com and has been long been an aspiring game designer, though had only casually dabbled in Flash games prior to his work on CellCraft.  He studied mathematics and computer science in undergrad and graduate school at Wake Forest University.  He's also a band geek, avid bowler, and shows a canine-like love of catching Frisbees.

Can you give us a brief history on how and why CellCraft was created?
 

Games
Joe Rheaume 08/27/2010 - 13:39
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Preparing lysosomes and enzymes to defend against a viral infection

CellCraft is an educational game that seems to have been designed with the specific purpose of education the public (or at least the casual game market) about cell biology!

The game slowly introduces you to the mechanics of cell biology through a series of very well-designed tutorials. Each level will introduce one or two new problems that a cell might encounter, and then present you with an new enzyme, organelle, or function that the cell can use to deal with that problem. Gameplay is similar to a simple Real-Time Strategy game, which is a perfect fit for the educational content. Matching game elements to learning objectives is probably the most difficult part of educational game design, and this is a great example of a game that does it well. The tutorial makes good use of metaphor, explaining that ATP is like energy; glucose is like fuel; mitochondria is like a power plant; amino acids and fatty acids are building materials; enzymes and vacuoles are your defenses, and ribosomes are like factories. Many players of RTS games already know how to collect and use fuel and materials to build things with factories, so the metaphor helps reinforce the relationship between gameplay and learning objectives even more.

Games
Joe Rheaume 07/15/2010 - 13:09
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Designing a Tool in Sprocket Rocket

Aardman Digital has released several very good Flash games in recent months. Home Sheep Home is great fun, but isn't really all that relevant to educational games so I'm not going to spend any time talking about it.

Their most recent game Sprocket Rocket, was created to teach about the various functions of the the UK Patent and Trademark office. The game features the eccentric inventor Wallace, and his patient assistant Gromit, from Aardman's famous and award-winning animated Wallace & Gromit films Players get a crash-course in intellectual property law by flying their little steam-powered rocket pod around a map and collecting little stickers that reveal small snippets of information about copyright, trademarks and patents. The way the game delivers the educational content isn't that impressive, but the way the game gets players to care about that content definitely is!

Games
Joe Rheaume 06/01/2010 - 16:08
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Questy is about to be stuck in an infinite loop.

Talesworth adventure is a wonderful logic puzzle set deep in a dungeon maze of a medieval fantasy world. You don't have control over the main character, Questy, simply runs headlong into danger. Instead, you need to strategically place bags of treasure and one-way doors in order to guide him to the end of each level. While it may not have any explicit educational value, the types of lessons you'll learn while solving each level is a perfect preparation for the kind of logical problem solving a person needs in order to learn computer programming.

Games
Joe Rheaume 05/04/2010 - 14:43
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The only game mechanic is choosing one of two options at every branching point.

Air Pressure is a short "interactive visual novel" written by Bento Smile using a program called Ren.Py, which is a "Visual Novel Engine".

Games
Joe Rheaume 03/16/2010 - 09:16
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I Wish I Were the Moon's strange love-triangle

Last week I wrote about games that tried to turn text into a playable experience. One of the games I didn't get a chance to talk about was Today I Die by Daniel Benmergui, which doesn't quite fit in the same category. It would be more accurate to describe it as a "playable poem". There have been a few other playable poems that have been recognized in the Casual Games scene recently, such as I Wish I Were the Moon (also by Daniel Benmergui) and The Majesty of Colors by Gregory Weir (Author of Silent Conversation).

Games
Joe Rheaume 01/15/2010 - 16:47
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Standing inside a haiku in Silent Conversation

Games like Dance Dance Revolution, Guitar Hero, Karaoke Revolution and Audiosurf aren't just music games, they're games that take existing music, and recontextualize it into gameplay, giving players a new way to experience music they might already be familiar with, or exposing them to new music with the tantalizing promise of a fun game. Without music, these games are just about timing a certain color or shape with a certain button press. They're playable with the sound off, but they're not nearly as compelling.

In the past year or so, some game developers have started toying with applying this same approach to text.

Games
Joe Rheaume 01/08/2010 - 16:49
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Defending your town from a night-time zombie attack

Super Energy Apocalypse: RECYCLED by Brain Juice Games is a Real Time Strategy game (RTS) that explores the pros and cons of different energy-economies by taking real-life data and simulating it in a science-fiction world that turns long-term consequences into immediate consequences.

Games
Joe Rheaume 12/29/2009 - 14:32
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A screenshot of the competition page, containing a screenshot of Jirosum

The interesting thing about these kind of competitions is that you get to see what a really raw game looks like. There usually isn't enough time to have the game completely polished by the deadline. Often times the developer was never able to implement some core idea, or they quickly realized that the game they were building wasn't quite what they thought it was going to be. It is always useful for a designer to get a bit of insight into the design processes used by other designers.

Games
Joe Rheaume 11/13/2009 - 13:38
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Andy, Joe and I seldom tout our own work. However our team at Web Courseworks has been developing educational games for the Children’s Hospital of Wisconsin since 2004. In my post on my Managing eLearning Blog I interview Dr. Schafer about his research on our middle school ATOD prevention curriculum call Its Up 2U.

News
Jon Aleckson 10/18/2009 - 09:20