G.I.G.A. - Games for Innovation, Games for All
โถSummary
This Project came about as a result of previous distinct work between the partners.Taitotalo and Headstart Technology had been collaborating many years on providing work experiences to vocational ...
โถObjectives
The aim of GIGAGAMES was to address five distinct problems: 1. Improve the quality and level of innovation of games used in a classroom setting by giving students and teachers greater input into the creative process without requiring them to learn actual hard technical skills 2. Provide vocational students in the games industry a real-life authentic experience in developing a game that has a real audience 3. To improve the workflow of the game development process by providing a platform that allows developers and educators to coordinate and manage the ideation and development process, all the way from initial idea to final product. 4. Improve the communication and efficiency of the game development process for vocational students, by introducing a comprehensive project management platform that closely mirrors industry processes, but is not as complex as traditional industry approaches. Alack of such a tool was anticipated pre-project based on past experience hosting students on various projects by project partners and confirmed in the early stages of this project. Understanding and addressing these challenges of working in a distributed team dynamic with real-life customers would be of significant value to the profession