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	<title>Playware Studios</title>
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		<title>Game-Based Learning</title>
		<link>http://www.playwarestudios.com/blog/index.php/2009/02/04/gamebl/</link>
		<comments>http://www.playwarestudios.com/blog/index.php/2009/02/04/gamebl/#comments</comments>
		<pubDate>Wed, 04 Feb 2009 02:45:29 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[1]]></category>

		<guid isPermaLink="false">http://www.playwarestudios.com/blog/index.php/gamebl/</guid>
		<description><![CDATA[1. Articles / Blogs

CuItural Framing of Computer / Video Games
Credits: Kurt Squire (gamestudies.com)
Compiled By: Euginia Tay
 
URL: http://www.gamestudies.org/0102/squire
Description:
Article featuring Kurt Squire&#8217;s research interests that includes the design and use of games and simulations in formal learning environments, video game industry and culture, etc. Kurt Squire talks about the impact of gaming. What players learn by [...]]]></description>
			<content:encoded><![CDATA[<h3><font><font color="#cc6600">1. Articles / Blogs<br />
</font></font></h3>
<p><strong>CuItural Framing of Computer / Video Games<em><br />
Credits: Kurt Squire (gamestudies.com)</p>
<p>Compiled By: </em></strong><a href="mailto:euginia@playwarestudios.com"><em>Euginia Tay</em></a><br />
<strong><em> </em><br />
</strong><strong>URL:</strong> <a href="http://www.gamestudies.org/0102/squire">http://www.gamestudies.org/0102/squire</a></p>
<p><u>Description:</u></p>
<p>Article featuring Kurt Squire&#8217;s research interests that includes the design and use of games and simulations in formal learning environments, video game industry and culture, etc. Kurt Squire talks about the impact of gaming. What players learn by playing games and what are the benefits and attraction from educational games?</p>
<hr />
<p><strong><br />
Digital Game-Based Learning: It&#8217;s not just the Digital Natives who are restless<em><br />
Credits: Richard Van Eck (educause.edu)</p>
<p>Compiled By: </em></strong><a href="mailto:euginia@playwarestudios.com"><em>Euginia Tay</em></a><br />
<strong><em> </em><br />
</strong><strong>URL:</strong> <a href="http://net.educause.edu/ir/library/pdf/ERM0620.pdf">http://net.educause.edu/ir/library/pdf/ERM0620.pdf</a></p>
<p><u>Description:</u></p>
<p>Article covers why digital game-based learning (DGBL) is effective and engaging, how to implement DGBL, how faculty can integrate DGBL in the classroom, and what DGBL means for institution IT support.</p>
<hr />
<p>
<strong>Bibliographic Gaming<em><br />
Credits: Christy Sich</p>
<p>Compiled By: </em></strong><a href="mailto:euginia@playwarestudios.com"><em>Euginia Tay</em></a><br />
<strong><em> </em><br />
</strong><strong>URL:</strong> <a href="http://net.educause.edu/ir/library/pdf/ERM0620.pdf">http://net.educause.edu/ir/library/pdf/ERM0620.pdf</a></p>
<p><u>Description:</u></p>
<p>A blog for librarians interested in using video games to teach. It consists of information on libraries and digital game-based learning. </p>
<hr />
<p>&nbsp;</p>
<h3><font><font color="#cc6600">2. Case Studies<br />
</font></font></h3>
<p><strong>Medical Institutions to Test Pulse!! Medical Training Game<em><br />
Credits: Jason Dobson (seriousgamessource.com)</p>
<p>Compiled By: </em></strong><a href="mailto:euginia@playwarestudios.com"><em>Euginia Tay</em></a><br />
<strong><em> </em><br />
</strong><strong>URL:</strong> <a href="http://www.seriousgamessource.com/item.php?story=11594">http://www.seriousgamessource.com/item.php?story=11594</a></p>
<p><u>Description:</u></p>
<p>Article introduces the use of games as a training tool for medical and nursing students. The MMOG game (&quot;Pulse!!&quot;) created by Breakaway Games uses a first person learning platform. The student will take on a role of a physician or nurse who must diagnose the patients&#8217; problems. Due to the fact that a lot of errors have been made in the care delivery system, results in deaths today. Thus, &quot;Pulse!!&quot; provides case-based learning and training for the clinicians to be able to set up a case in the simulator within minutes, enabling the medical team to run through an emergency surgery while transferring the patient to the hospital. The U.S. military officials are also considering &quot;Pulse!!&quot; to be a good and effective way to train the medical personnel.</p>
<hr />
<p><strong><br />
Book Excerpt: Serious Games: Games that educate, train, and inform &#8211; Games for Physical and Mental Health<em><br />
Credits: David Michael and Sande Chen (gamasutra.com)</p>
<p>Compiled By: </em></strong><a href="mailto:euginia@playwarestudios.com"><em>Euginia Tay</em></a><br />
<strong><em> </em><br />
</strong><strong>URL:</strong> <a href="http://www.gamasutra.com/view/features/2443/book_excerpt_serious_games.php">http://www.gamasutra.com/view/features/2443/book_excerpt_serious_games.php</a></p>
<p><u>Description:</u></p>
<p>An article on how video games are being used in modern medicine, listing a few existing serious games targeting human healthcare and well-being. Article also talks about how the player gains knowledge on keeping oneself healthy. Apart from learning, these games also try to promote changes in the player&#8217;s behaviour.</p>
<hr />
<p><strong><br />
Computer Gaming to Enhance Computer Science Curriculum<em><br />
Credits: Simon Carless (gamasutra.com)</p>
<p>Compiled By: </em></strong><a href="mailto:euginia@playwarestudios.com"><em>Euginia Tay</em></a><br />
<strong><em> </em><br />
</strong><strong>URL:</strong> <a href="http://www.gamasutra.com/view/features/2445/postcard_from_sgs_2005_computer_.php">http://www.gamasutra.com/view/features/2445/postcard_from_sgs_2005_computer_.php</a></p>
<p><u>Description:</u></p>
<p>An article on a lecture presented by Bryan Barnett on how games can help to introduce the idea of programming to students without forcing them to struggle through the difficult raw syntax. In this presentation, he listed a few important projects that will be further explored for the use of school courses, to identify the interest of the students.</p>
<hr />
<p><font color="#cc6600"><br />
</font></p>
]]></content:encoded>
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		</item>
		<item>
		<title>3D Technical Tips</title>
		<link>http://www.playwarestudios.com/blog/index.php/2009/01/30/3dtechnical/</link>
		<comments>http://www.playwarestudios.com/blog/index.php/2009/01/30/3dtechnical/#comments</comments>
		<pubDate>Fri, 30 Jan 2009 06:49:15 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[1]]></category>

		<guid isPermaLink="false">http://www.playwarestudios.com/blog/index.php/technical/</guid>
		<description><![CDATA[1. Game Character Modeling

Creating a realtime character for Project IGI
Credits: Joachim Barrum &#38; Mikael Noguchi (3dtotal.com)
Compiled By: Jon Chan
 
URL: http://www.3dtotal.com/team/Tutorials/IGI_tut/IGI_tut.asp
Description:
The following are good reading for understanding the whole pipeline involved in creation of 3D models for game. Low-poly (or Real-time) 3d model creation process depends greatly on the game engine used. Best is to [...]]]></description>
			<content:encoded><![CDATA[<h3><font><font color="#cc6600">1. Game Character Modeling<br />
</font></font></h3>
<p><strong>Creating a realtime character for Project IGI<em><br />
Credits: Joachim Barrum &amp; Mikael Noguchi (3dtotal.com)</p>
<p>Compiled By: </em></strong><a href="mailto:jon@playwarestudios.com"><em>Jon Chan</em></a><br />
<strong><em> </em><br />
</strong><strong>URL:</strong> <a href="http://www.3dtotal.com/team/Tutorials/IGI_tut/IGI_tut.asp">http://www.3dtotal.com/team/Tutorials/IGI_tut/IGI_tut.asp</a></p>
<p><u>Description:</u></p>
<p>The following are good reading for understanding the whole pipeline involved in creation of 3D models for game. Low-poly (or Real-time) 3d model creation process depends greatly on the game engine used. Best is to check with the graphic programmer or game engine guru. For modeler, the 3D model will greatly affect the texturing and bone rigging process. Bad distribution of polygon, extreme shaped polygons, these will make UV unwrapping process difficult or cause jagged texture rendering problem in-game. Lack of polygon around joints will result in the model looking weird in certain poses.</p>
<hr />
<p>&nbsp;</p>
<h3><font color="#cc6600">2. Modeling game characters using primitive shapes <br />
</font></h3>
<p><strong>Low-Poly Character Modeling<em><br />
Credits: Ben Mathis (3dtotal.com)</p>
<p></em></strong><strong><em>Compiled By: </em></strong><a href="mailto:jon@playwarestudios.com"><em>Jon Chan</em></a><br />
<strong><em> </em><br />
</strong><strong>URL:</strong> <a href="http://www.3dtotal.com/team/Tutorials/benmathis/benmathis_1.asp">http://www.3dtotal.com/team/Tutorials/benmathis/benmathis_1.asp</a></p>
<p><u>Description:</u></p>
<p>This tutorial is a great start human character modeling. The character exposes major part of body and wear plated armor.</p>
<p>Start with a primitive 3D shape (cube, cylinder, sphere) is a good approach. nearly everything can be broken down to or is a combination of primitive shapes. Starting with basic cubes for each part (forearm, upper arm, hand, body, etc.) to editable polygon and shift the vertices. Finally connect the parts together as a single mesh.</p>
<p>This method is not without flaws. It gets very very tiring shifting vertices on mesh with high polygon count. For a 2000 poly model, this method will get stressful and time consuming. For even higher polygon count, it will get too labor-intensive. There is an additional step needed to correct the polygon distribution. Faces that are never seen have to be deleted. Location that needs additional focus need additional polygons (by extruding or sub-dividing). Again this is quite time consuming on a high poly model.</p>
<hr />
<p>&nbsp;</p>
<h3><font color="#cc6600">3. Modeling game characters by extruding edges<br />
</font></h3>
<p><strong>Low-Poly Character Modeling and Texturing<em><br />
Credits: Athey Nansel-Moravetz (3dtotal.com)</p>
<p></em></strong><strong><em>Compiled</em></strong><strong><em> By: </em></strong><a href="mailto:jon@playwarestudios.com"><em>Jon Chan</em></a><br />
<strong><em> </em><br />
</strong><strong>URL:</strong> <a href="http://www.3dtotal.com/team/Tutorials_3/low_poly_character/low_poly_01.asp">http://www.3dtotal.com/team/Tutorials_3/low_poly_character/low_poly_01.asp</a></p>
<p><u>Description:</u></p>
<p>Here is another step by step tutorial on low-poly character modeling. This time it is modern character in windbreaker and jeans. The approach is significantly different. Instead of starting with primitive shapes and shifting vertices, the artist starts with surface and extrudes according to the contour of the model.</p>
<p>Extruding from edge approach can create model very close to the referenced picture. It is more suitable for model with big complex surface (like a human face). Compared to vertice shifting, this approach follows the contour closely and only create polygon when needed. Primitive and surface approach can be used as the same time on the model. Example the overall head is created using primitives, the facial features are created using edge extrusion. Finally both models are weld together into a single mesh.</p>
<hr />
<p><font color="#cc6600"><br />
</font></p>
<p>&nbsp;</p>
]]></content:encoded>
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		<item>
		<title>Game Design &amp; Production</title>
		<link>http://www.playwarestudios.com/blog/index.php/2009/01/30/gamedp/</link>
		<comments>http://www.playwarestudios.com/blog/index.php/2009/01/30/gamedp/#comments</comments>
		<pubDate>Fri, 30 Jan 2009 04:04:11 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[1]]></category>

		<guid isPermaLink="false">http://www.playwarestudios.com/blog/index.php/game-design-production/</guid>
		<description><![CDATA[1. Trends
Trends in Game Design
Credits: David McClure (gamecareerguide.com)
Date: 11th November 2008
Compiled By: Kenneth Sim
 
URL: http://www.gamecareerguide.com/features/647/10_trends_in_game_.php?page=1
Description:
Article talks about recent trends prevalent in games nowadays, in terms of gaming consoles and some common features and game play design that are prevalent in most popular in video games nowadays.

&#160;
2. Business Strategy

The Megatrends of Game Design
Credits: Pascal Luban [...]]]></description>
			<content:encoded><![CDATA[<h3><font><font color="#cc6600">1. Trends</font></font></h3>
<p><strong>Trends in Game Design<em><br />
Credits: David McClure (gamecareerguide.com)<br />
Date: 11th November 2008</p>
<p>Compiled By: </em></strong><a href="mailto:kenneth@playwarestudios.com"><em>Kenneth Sim</em></a><br />
<strong><em> </em><br />
</strong><strong>URL:</strong> <a href="http://www.gamecareerguide.com/features/647/10_trends_in_game_.php?page=1">http://www.gamecareerguide.com/features/647/10_trends_in_game_.php?page=1</a></p>
<p><u>Description:</u></p>
<p>Article talks about recent trends prevalent in games nowadays, in terms of gaming consoles and some common features and game play design that are prevalent in most popular in video games nowadays.</p>
<hr />
<p>&nbsp;</p>
<h3><font color="#cc6600">2. Business Strategy<br />
</font></h3>
<p><strong>The Megatrends of Game Design<em><br />
Credits: Pascal Luban (Gamasutra.com)<br />
Date: 28th August 2008</p>
<p></em></strong><strong><em>Compiled</em></strong><strong><em> By: </em></strong><a href="mailto:kenneth@playwarestudios.com"><em>Kenneth Sim</em></a><br />
<strong><em> </em><br />
</strong><strong>URL:</strong> <a href="http://www.gamasutra.com/view/feature/3772/the_megatrends_of_game_design_.php">http://www.gamasutra.com/view/feature/3772/the_megatrends_of_game_design_.php</a></p>
<p><u>Description:</u></p>
<p>Article talks about trends in game design mostly from a business / marketing perspective. Also covered is the recurring trend that games nowadays features worlds that are increasingly feeling realistic and believable.</p>
<hr />
<p>&nbsp;</p>
<h3><font color="#cc6600">3. Game Design Philosophy<br />
</font></h3>
<p><strong>The Art of Games<em><br />
Credits: Daniel Arey (Gamasutra.com)<br />
Date: 29th February 2008</p>
<p></em></strong><strong><em>Compiled</em></strong><strong><em> By: </em></strong><a href="mailto:kenneth@playwarestudios.com"><em>Kenneth Sim</em></a><br />
<strong><em> </em><br />
</strong><strong>URL:</strong> <a href="http://www.gamasutra.com/view/feature/3559/the_art_of_games.php">http://www.gamasutra.com/view/feature/3559/the_art_of_games.php</a></p>
<p><u>Description:</u></p>
<p>Article talks about art in video games and their impacts and effects and the debate on whether video games can be considered an art form themselves. The author feels that video games themselves have always pushed the boundaries and have constantly evolved and feels that games have indeed gone beyond the bounds that have been imposed on them which therefore make them so exciting to work and play with. The author also compares video games and animation, specifically saying that for animation to break new grounds they had to break out of their corporate structure whereas in games, it is more volatile and dynamic in nature where creativity can flow. Games should challenge us, delight us, and surprise us with new creations and new directions. Games and gaming have always had this rebellious spirit and it needs to be reinvigorated more than ever today to fight the tired and cynical point of view that games have arrived at their one and only calling and there is nowhere left to go.</p>
<hr />
<p><font color="#cc6600"><br />
</font></p>
<p><strong>Redefining &quot;Cartoony Game Art&quot;<em><br />
Credits: Marque Sondergaard (Gamasutra.com)<br />
Date: 17th April 2006</p>
<p></em></strong><strong><em>Compiled</em></strong><strong><em> By: </em></strong><a href="mailto:kenneth@playwarestudios.com"><em>Kenneth Sim</em></a><br />
<strong><em> </em><br />
</strong><strong>URL:</strong> <a href="http://www.gamasutra.com/view/feature/2665/redefining_cartoony_game_art.php">http://www.gamasutra.com/view/feature/2665/redefining_cartoony_game_art.php</a></p>
<p><u>Description:</u></p>
<p>Article talks about developing games in the cartoony art style versus the realistic look for games nowadays and the challenges faced. Article also suggests some subthemes that the cartoony look falls under and how each subtheme is differentiated from each other.</p>
<hr />
<p>&nbsp;</p>
<h3><font color="#cc6600">4. Project Management<br />
</font></h3>
<p><strong>Art Management for Artists<em><br />
Credits: Doug Oglesby (Gamasutra.com)<br />
Date: 6th March 2003</p>
<p></em></strong><strong><em>Compiled</em></strong><strong><em> By: </em></strong><a href="mailto:kenneth@playwarestudios.com"><em>Kenneth Sim</em></a><br />
<strong><em> </em><br />
</strong><strong>URL:</strong> <a href="http://www.gamasutra.com/view/feature/2891/art_management_for_artists.php">http://www.gamasutra.com/view/feature/2891/art_management_for_artists.php</a></p>
<p><u>Description:</u></p>
<p>Article talks about the roles lead artists play in the production pipeline. Articles also covers the scope of managing the project and the team, drawing up schedules and planning for contingencies, different ways of managing an art team, interaction between team members and with the team lead and finally meeting the deadline and doing the deliverables.</p>
<hr />
<p><font color="#cc6600"><br />
</font></p>
<h3><font color="#cc6600">5. Game Production<br />
</font></h3>
<p><strong>The Game Production Pipeline: Concept to Completion<em><br />
Credits: Ralph Edwards (IGN.com)<br />
Date: 15th March 2006</p>
<p></em></strong><strong><em>Compiled</em></strong><strong><em> By: </em></strong><a href="mailto:kenneth@playwarestudios.com"><em>Kenneth Sim</em></a><br />
<strong><em> </em><br />
</strong><strong>URL:</strong> <a href="http://games.ign.com/articles/696/696273p1.html">http://games.ign.com/articles/696/696273p1.html</a></p>
<p><u>Description:</u></p>
<p>Article talks in detail about the proper production pipeline and processes in a typical video game development. It talks at length with regards to all the specific tasks that have to be executed at each stage of the production process, the common problems faced and the planning for contingencies.</p>
<hr />
<p><font color="#cc6600"><br />
</font></p>
<p><font color="#cc6600"></p>
<p></font></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>
&nbsp;</p>
]]></content:encoded>
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		<item>
		<title>M.A.T</title>
		<link>http://www.playwarestudios.com/blog/index.php/2009/01/09/mat/</link>
		<comments>http://www.playwarestudios.com/blog/index.php/2009/01/09/mat/#comments</comments>
		<pubDate>Fri, 09 Jan 2009 06:51:20 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.playwarestudios.com/blog/index.php/2009/01/09/mat/</guid>
		<description><![CDATA[






&#160;
            Get Ready for the ultimate strategic tactical game on facebook. M.A.T is a turn-based strategy game designed with casual gamers in mind. It is simple to navigate and easy to learn but hard to master.
Step into a world where you control your own [...]]]></description>
			<content:encoded><![CDATA[<table cellspacing="0" cellpadding="0" border="0" style="width: 711px; height: 590px;">
<tbody>
<tr>
<td height="165" valign="top" colspan="2"><img height="165" border="0" width="706" src="http://www.playwarestudios.com/blog/wp-content/uploads/games_43.jpg" alt="M.A.T" /></td>
</tr>
<tr>
<td width="488" valign="top" rowspan="2">
<p>&nbsp;<br />
            Get Ready for the ultimate strategic tactical game on facebook. M.A.T is a turn-based strategy game designed with casual gamers in mind. It is simple to navigate and easy to learn but hard to master.</p>
<p>Step into a world where you control your own squad of mercenaries for hire to take down enemy troops. Players get to issue commands on an intense battlefield. Customize their team with units ranging from riflemen to snipers to rocketeers. Each with their own distinctive offensive and defensive capability. And that&#8217;s not all, each individual unit can be upgraded to face greater threats.</p>
<p>Train them, promote them, upgrade them and unleash your wrath on your enemies.</p>
<p style="text-align: left;"><a href="http://apps.facebook.com/playmat/"><b>Play M.A.T Beta Now!!</b></a></p>
<p>&nbsp;</p>
</td>
<td height="51" align="left" width="219" valign="top"><img border="0" src="/blog/wp-content/uploads/2008/04/games_10.jpg" alt="Screenshot Heading" /></td>
</tr>
<tr>
<td valign="top"><img height="345" border="0" width="219" src="http://www.playwarestudios.com/blog/wp-content/uploads/games_44.jpg" alt="M.A.T Screenshot" /></td>
</tr>
</tbody>
</table>
]]></content:encoded>
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		<item>
		<title>Vanished</title>
		<link>http://www.playwarestudios.com/blog/index.php/2008/12/22/vanished/</link>
		<comments>http://www.playwarestudios.com/blog/index.php/2008/12/22/vanished/#comments</comments>
		<pubDate>Mon, 22 Dec 2008 09:50:06 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[Educational]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.playwarestudios.com/blog/index.php/2008/12/22/vanished/</guid>
		<description><![CDATA[






&#160;
            Vanished is a 2D story based role-playing game that allows the player to play and learn about the Singapore&#8217;s culture in a fantasy setting. The player can choose to play the role as a prince or as a princess.
During the exploration, the player [...]]]></description>
			<content:encoded><![CDATA[<table cellspacing="0" cellpadding="0" border="0" style="width: 711px; height: 590px;">
<tbody>
<tr>
<td height="165" valign="top" colspan="2"><img height="165" width="706" border="0" src="http://www.playwarestudios.com/blog/wp-content/uploads/games_16.jpg" alt="Vanished" /></td>
</tr>
<tr>
<td width="488" valign="top" rowspan="2">
<p>&nbsp;<br />
            <strong>Vanished </strong>is a 2D story based role-playing game that allows the player to play and learn about the Singapore&#8217;s culture in a fantasy setting. The player can choose to play the role as a prince or as a princess.</p>
<p>During the exploration, the player will run into a variety of characters who need help in solving puzzles. The player will be graded at the end of each level.</p>
<p>&nbsp;</p>
</td>
<td height="51" width="219" valign="top" align="left"><img border="0" src="/blog/wp-content/uploads/2008/04/games_10.jpg" alt="Screenshot Heading" /></td>
</tr>
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<td valign="top"><img height="345" width="219" border="0" src="http://www.playwarestudios.com/blog/wp-content/uploads/games_18.jpg" alt="Vanished Screenshot" /></td>
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		<title>Simplicity</title>
		<link>http://www.playwarestudios.com/blog/index.php/2008/12/22/simplicity/</link>
		<comments>http://www.playwarestudios.com/blog/index.php/2008/12/22/simplicity/#comments</comments>
		<pubDate>Mon, 22 Dec 2008 09:49:56 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">/blog/index.php/blog/2008/04/10/simplicity/</guid>
		<description><![CDATA[






&#160;
            Game Overview (Working Title)
The ultimate aim of Simplicity is to build up a city by slowly developing it from a humble town into a metropolis at the end of the game. Players have to build their city within a given amount of time, [...]]]></description>
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<p>&nbsp;<br />
            <strong>Game Overview (Working Title)</strong></p>
<p>The ultimate aim of Simplicity is to build up a city by slowly developing it from a humble town into a metropolis at the end of the game. Players have to build their city within a given amount of time, utilizing available resources and making strategic decisions and plans in terms of investments, expenditures and other policies along the way.</p>
<p><strong>Common Questions </strong></p>
<p><strong>What is the game?</strong></p>
<p><strong>Simplicity </strong>is about city building through the means of investments and policy making. The various different buildings in the game are purely graphical representations of the various industries and/or sectors they represent. Random events like war or an economic boom can and will directly or indirectly affect the player&#8217;s decisions as the game progresses.The player would have been deemdsuccessful in the game if he had been able to transform his town into a modern city.A player loses the game if he becomes less popular with the citizens and if the happiness level drops below a certain level and if the stress level is too high.</p>
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		<title>Ecocity</title>
		<link>http://www.playwarestudios.com/blog/index.php/2008/12/22/ecocity/</link>
		<comments>http://www.playwarestudios.com/blog/index.php/2008/12/22/ecocity/#comments</comments>
		<pubDate>Mon, 22 Dec 2008 09:38:06 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[Educational]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.playwarestudios.com/blog/index.php/2008/12/22/ecocity/</guid>
		<description><![CDATA[






&#160;
            Ecocity is a real-time strategy game which requires players to respond to the economic system and make decisions to improve the economic well-being of the country.
The game is designed to be played in a multi-user environment. The players undertake various roles within an [...]]]></description>
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<p>&nbsp;<br />
            <strong>Ecocity </strong>is a real-time strategy game which requires players to respond to the economic system and make decisions to improve the economic well-being of the country.</p>
<p>The game is designed to be played in a multi-user environment. The players undertake various roles within an economic system. There are four roles for the players to choose from. They are: farmer representing the primary industry, manufacturer representing the secondary industry, retailer and service provider representing the tertiary industry and the government official representing the organisational part of society.</p>
<p>Each player is a single individual within the game. There is a dynamic interaction between individuals of the same role as well as between groups of different roles/identities. Each role is dependent on the others to provide resources or to <br />
            consume the products of individual&#8217;s economic activity. A narrative storyline sets in <br />
            place the dialogue for players to understand the individual and team goals.</p>
<p style="text-align: left;"><a href="http://geography-development-game.blogspot.com/"><b>Read More&#8230;</b></a></p>
<p><strong>What teachers and students are saying about Ecocity?</strong></p>
<p>            (1) The game is interesting and help the students to see multiple level in development. Just like me, I face some difficulties in the process of development and this helps students to understand the facts that caused even devt. <br />
            <em><strong>(commented by: Huei Juin &#8211; Hai Sing Catholic)</strong></em></p>
<p>            (2) The gaming experience was total engagement. The difficulty is getting started and knowing the game. After that, the toughest part is negotiating and getting everyone to do their part.<br />
            <em><strong>(commented by: Siew Eng &#8211; Victoria School)</p>
<p>            </strong></em>(3) Took a while to get the hang of what to do. However when we progressed from one level to the next, it was encouraging and exciting. <br />
            <em><strong>(commented by: Mrs Wong Check Siew &#8211; Zhonghua Sec School)</strong></em><em><strong></p>
<p>            </strong></em>(4) Interesting and engaging. Just explore to learn on the way. The part when you have to relate your functions with the other players. Interdependent makes it challenging.<br />
            <em><strong>(commented by: Chew Suit Mei &#8211; Pioneer Sec School)</p>
<p>            </strong></em>(5) A very engaging session. I had the role of the government. The difficulty surfaced when a member left and there was a drop in one of the production sector. Communication had to be kept open so that all the processes run smoothly.<br />
            <em><strong>(commented by: Mas &#8211; ADSS)</strong></em></p>
<p>            (6) The gaming experience is wonderful! The whole game requires teamwork and communication among the group which makes learning inter-dependent. Students would then release that this inter-dependence is the crucial factor in the development of places as well. The difficult part of this game was the need to constantly monitor the amount of resources available in order to proceed on with the functions of city.<br />
            <em><strong>(commented by: Ong Gui Li &#8211; Bedok North Sec School)</strong></em></p>
<p>            (7) The game was quite enjoyable. I liked acquiring the resources and making the products and seeing my stocks grow. It took me a little time to get the hang of seeing the amount of resources needed and then having to acquire them to make the products.</p>
<p>            Yes. It would be useful especially in helping the students to see the effects of development e.g. the growth in income, rise in literacy rate and rise in health care. It also allows them to see the adverse effects of rapid industralisation.<br />
            <em><strong>(commented by: Christina Khoo)</p>
<p>            </strong></em>(8) It was an interesting experience. The inter-relationship between the roles and the effects were evident. I realised that I had to be a multi-tasker and notice of everything on the screen at the same time as the govt.</p>
<p>            I enjoyed seeing the city coming on well, i.e. all needs are met.</p>
<p>            Guess the most difficult part was to ensure that everything was going on well at the same time (multi-taking).<br />
            <em><strong>(commented by: Flo)</strong></em></p>
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<p>&nbsp;</p>
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		<title>PETALS</title>
		<link>http://www.playwarestudios.com/blog/index.php/2008/12/22/petals/</link>
		<comments>http://www.playwarestudios.com/blog/index.php/2008/12/22/petals/#comments</comments>
		<pubDate>Mon, 22 Dec 2008 09:37:42 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[Educational]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.playwarestudios.com/blog/index.php/2008/12/30/petals/</guid>
		<description><![CDATA[






&#160;
            Petals is a teacher training game package developed together with MOE. The aim of this game is to help teachers better engage their students in learning. MOE hopes that through this training kit, which documents prototype schools&#8217; experiences, the schools will be able [...]]]></description>
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<p>&nbsp;<br />
            <strong>Petals </strong>is a teacher training game package developed together with MOE. The aim of this game is to help teachers better engage their students in learning. MOE hopes that through this training kit, which documents prototype schools&#8217; experiences, the schools will be able to share and catalyze good &quot;Teach Less, Learn More&quot; (TLLM) teaching practices.</p>
<p>&nbsp;</p>
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		<title>Zen Fashion</title>
		<link>http://www.playwarestudios.com/blog/index.php/2008/12/22/zen-fashion/</link>
		<comments>http://www.playwarestudios.com/blog/index.php/2008/12/22/zen-fashion/#comments</comments>
		<pubDate>Mon, 22 Dec 2008 09:35:52 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.playwarestudios.com/blog/index.php/2008/12/22/zen-fashion/</guid>
		<description><![CDATA[






&#160;
            A whirlwind match-3 adventure through the fashion cultures of the Orient! In Zen Fashion, you take the role of a young Japanese fashion designer ready to break out on her own. But before she can truly succeed, she must journey to the fashion [...]]]></description>
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<p>&nbsp;<br />
            A whirlwind match-3 adventure through the fashion cultures of the Orient! In Zen Fashion, you take the role of a young Japanese fashion designer ready to break out on her own. But before she can truly succeed, she must journey to the fashion capitals of Asia to <br />
            learn the Zen Fashion secrets of her ancestors.</p>
<p>In a game as beautiful as it is addictive, match flowers using a drag-match mechanic to buy and collect fashions from Korea, China, Japan, and beyond! Each new fashion increases your Zen Fashion powers, giving you new skills and abilities. Mix and match fashions to create the perfect power combination for you. Use these Zen Powers to work your way through almost a hundred challenging and beautiful levels.
</p>
<p style="text-align: left;"><a href="http://www.zenfashiongame.com"><b>Click here to view website</b></a></p>
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<p>&nbsp;</p>
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		<title>Blogs</title>
		<link>http://www.playwarestudios.com/blog/index.php/2008/04/16/blogs/</link>
		<comments>http://www.playwarestudios.com/blog/index.php/2008/04/16/blogs/#comments</comments>
		<pubDate>Wed, 16 Apr 2008 10:24:40 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
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