WEBVTT

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LENNIE MARTINEZ:
I'm Lennie Martinez.

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I'm a sophomore in
AeroAstro, actually.

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I'm part of the Saving
Gora Gora group.

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Our game is called
Saving Gora Gora.

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It's a game about-- well it has
to do with tropical cholera.

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And our goal was
to teach children

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how to prevent cholera, because
our target audience were

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Gonian children ages 8
to 13, approximately.

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And pretty much our
main goal was just

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to educate them in a
fun way that wouldn't

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seem like we're educating them.

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Oh, OK.

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So our design brief
was pretty general.

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It said, look at the cholera
tool kit that's online,

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that you find online,
and try to create a game

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to teach kids about cholera.

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So they gave us our
target audience,

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which was Gonian
children ages 8 to 13.

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And we we're thinking,
originally-- well, it

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was an idea that we had based
off Animal Crossing, where

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it's a bunch of
different mini games.

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So each mini game would
include a small lesson.

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And then, they would
all come together

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to become one large MEDI PUZZLE.

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And in solving the MEDI
PUZZLE, the players

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would learn how to, I guess,
prevent cholera or counter

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cholera, and that was what led
most of our design process.

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The visual style came about-
well, we had a very-- well,

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we had an original
visual silo that

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was very different from what you
guys saw in the presentation.

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We had to research-- we had
done research on children,

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but we had to take a look
back and redo everything

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because it wasn't as--
once we compared it,

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once we had a finished
build, we compared it

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to-- we had to do research
on what cartoons would better

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look like.

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And we found that it was very
different and very clashing.

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So we did some research
some more on Gonian culture,

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and we tried to find,
make it fit better.

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And so we went for
more artsy, woodsy,

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cartoonish little
people, very little kid,

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but it's still not too
childish for other people.

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I originally, really, was
interested in the class

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because one of the textbooks
was Design of Everyday Things.

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It's a book I find
really interesting.

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I've been trying to
read it, but it's

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hard with the curriculum,
the overall MIT curriculum.

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So, I really came into
the class thinking

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that I really wanted to work
on the design aspect of things.

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But as we started
working on projects,

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the match win side became a bit
more interesting, a bit more,

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something I started working
a bit more because it was

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more accessible for
me with my not so

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robust knowledge of coding.

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But then, later on for
this project particular,

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I took the role of the writer.

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So I was in charge of
writing most of the dialogue,

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and that was also
very interesting.

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So I feel like I gained
a lot more skills

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than I thought I would have.

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I think a really big
part of the process

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is to start writing
really early.

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The writing, we
left it off a bit

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until we had the
general mini games

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and used the writing to tie
everything back together.

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But I think it would have been
a much more smoother process

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or a much more
interesting process

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if we had started the writing,
had we used the writing

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to lead the design process.

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But it wasn't, I
mean, it would have

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been better had
we started early,

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but it wasn't too bad or
too much of a difference

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between the work we have now
and the work we had before.

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But aside from that, I
think it's really important

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to start and meet
early and sort of come

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to a consensus on
what you want to do.

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We had a lot of
mini-- the reason we--

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we had a lot more mini games to
begin with than when we ended,

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and it was good that we met
early and decided what to cut

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and what to include.

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And that helped us work
towards one common path.

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Working with the client
was very interesting.

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We met him two, three, four, or
five maybe, almost five times,

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I think it was.

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We've met him a
lot and interacting

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with him was interesting.

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The first time we
met him was where

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he did a lot of demonstrations
was, sort of, I guess,

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showed us more what we were
supposed to be aiming for,

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because it was a very
social interaction,

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very deep interaction.

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And that I think the goal of
our games is to be a bit more,

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is to be really deep
while also appearing

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to be very just playful.

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And he also helped us when we
were going on our art reworks,

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that he was suggesting, like,
maybe you should look at these.

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You should look more
at towards this type

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of the culture, this part
of the culture or this part.

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And that was very nice.

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That's the sort of interacting.

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The class has been
actually really fun.

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It's a lot of work.

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But it's a lot of
interesting work,

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because once you see
the game-- I actually

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hadn't seen the final
builds we had until today,

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and it was like, this
actually is really--

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I had written the dialogue
separately, so I was just

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looking at the art assets.

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And it was very nice to see
everything come together

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in one nice build of, here's
the game you helped make.