game design structure wiki - RutgersGRID/DanceAutism GitHub Wiki

Game Design & Structure

The Brain Dance Game translates Anne Green Gilbert's proven movement methodology into an engaging digital experience with consistent structure and clear progression paths. The design prioritizes accessibility, predictability, and positive reinforcement to meet the needs of neurodivergent users.

Image

Game Flow

The game follows a structured flow designed to provide consistency and clarity:

1. Game Start

  • Setup Phase: Initialize camera, pose detection, and calibration
  • Welcome Sequence: Narrator introduces the game concept and benefits
  • Orientation: Brief explanation of Brain Dance and game structure

User Impact:

  • Alex: Predictable introduction reduces anxiety about new experiences
  • Jamie: Clear initial structure helps understand what will happen next
  • Maya: Quick setup accommodates limited time and space
  • Dr. Taylor: Professional introduction establishes therapeutic credibility

2. Hub World

  • Central Interface: Visual representation of the 8 Brain Dance components
  • Selection Screen: Players choose which activity to engage with
  • Progress Tracking: Visual display of completed activities and achievements
  • Settings Access: Customization options for accessibility preferences

User Impact:

  • Alex: Clear visual organization reduces decision overwhelm
  • Maya: Flexibility to choose activities based on current energy and mood
  • Jamie: Consistent return point helps with transitions between activities
  • Dr. Taylor: Can guide clients to specific components based on therapeutic goals

3. Activity Flow (consistent for all components)

Each Brain Dance component follows the same structure:

  1. Activity Introduction

    • Explain the movement pattern and its benefits
    • Set expectations for the activity
    • Present visual demonstrations
  2. Demonstration

    • Show examples of expected movements
    • Highlight proper technique
    • Provide visual reference for player
  3. Interactive Activity

    • Camera tracks player movement
    • Game responds to player actions
    • Real-time feedback guides improvement
    • Difficulty adjusts based on performance
  4. Progress Summary

    • Display points earned and achievements
    • Track time spent and progress
    • Celebrate participation and improvement
    • Highlight specific successes
  5. Closing Animation

    • Transition effect
    • Return to Hub World

User Impact:

  • Alex: Consistent structure reduces anxiety about what comes next
  • Jamie: Clear progression supports transitions between activities
  • Maya: Defined segments help maintain focus and motivation
  • Dr. Taylor: Structured approach aligns with therapeutic best practices

4. Game Cycle

  • Player returns to Hub after completing an activity
  • Progress is saved automatically
  • Player can select next activity or revisit completed ones
  • Session can end at any point with achievements preserved

Vertical Slice Focus: Cross-Lateral Component

The initial development focuses on creating a vertical slice of the game centered on Component #7: Cross-Lateral ("Complexity"). This focused approach allows us to:

  • Develop and refine core gameplay mechanics
  • Implement and test the motion detection system
  • Create a polished example of the complete player experience
  • Establish technical foundation for expanding to other components

Why Cross-Lateral Was Selected

This component was chosen as the vertical slice focus because it:

  1. Represents complex movements that cross the body's midline
  2. Integrates brain hemispheres with significant cognitive benefits
  3. Provides clear visual feedback opportunities
  4. Addresses core challenges faced by the target audience
  5. Builds upon earlier patterns while demonstrating advanced concepts

Cross-Lateral Activities

The vertical slice includes several types of cross-lateral movements:

  • Touching opposite knee to elbow
  • Cross-body reaching (left hand to right foot)
  • Cross-lateral walking/marching
  • Diagonal arm and leg movements
  • Eye-tracking exercises for vertical movement

User Impact:

  • Alex: These exercises specifically target coordination challenges
  • Jamie: Support development of reading/writing skills that require midline crossing
  • Maya: Complex movement patterns engage focus and reduce boredom
  • Dr. Taylor: Component demonstrates key therapeutic movement patterns

Gameplay Mechanics

Movement-Based Interaction

  • Real-Time Tracking: Camera captures player movements
  • Motion Analysis: System compares movements to expected patterns
  • Feedback Loop: Visual and auditory cues indicate accuracy
  • Adaptation: System adjusts difficulty based on player performance

Scoring and Rewards

  • Positive Reinforcement: Always progressing in some way to encourage continued engagement
  • Multiple Metrics: Accuracy, creativity, and consistency all valued
  • Visual Rewards: Animations and visual effects celebrate achievements
  • Progress Tracking: Long-term growth visualization across sessions

User Interface Design

  • Main Menu: Simple, clean interface with clear navigation
  • Hub World: Visual representation of the 8 Brain Dance components
  • Activity Screen: Split into instruction area and player video feedback
  • Progress Display: Visual representations of achievements and progress
  • Settings Menu: Customizable options for accessibility

User Impact:

  • Alex: Non-competitive scoring reduces anxiety about performance
  • Jamie: Clear visual feedback confirms correct movements
  • Maya: Variable difficulty maintains engagement
  • Dr. Taylor: Detailed metrics provide assessment data

Visual Storyboard

The comprehensive visual storyboard shows:

  • Title screen and setup
  • Introduction sequence
  • Hub world interface
  • Individual Brain Dance component interfaces
  • Activity flow progression
  • Feedback and reward screens
  • Return path to the hub world

This storyboard serves as both a design document and a communication tool for the development team, ensuring consistent implementation of the game's visual language and flow.

Audio Components

Original music by Aaron Vaders-Collins features two distinct styles:

  1. "The Soothe"

    • Calming orchestral melodies
    • Bowed strings, harp, woodwinds, and light percussion
    • Supports breathing and centering activities
  2. "The Groove"

    • Energetic popular genres with strong beats
    • 808 drumbeats, bass grooves, and synthesizers
    • Supports more active movement sections

User Impact:

  • Alex: Distinct audio cues help understand transitions
  • Maya: Musical variety prevents boredom
  • Jamie: Clear sonic patterns support learning
  • Dr. Taylor: Appropriate tempos for different movement patterns