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  • Writer's pictureelenaburan

A brainstorming session for an event scenario in a cave, ideas for a computer game

Updated: Feb 4

For the developers of a computer educational game for teenagers

The focus of this game will be on natural sciences, adventure, and exploration, featuring a cave environment as a central element.

Brainstorming Session: Development of "Cave Explorer" - An Educational Adventure Game

Attendees: Game Developers, Educational Content Specialists, Graphic Designers, Sound Engineers.

Introduction (10 mins)

Lead Developer: Sets the stage, explains the goal of creating an engaging and educational game about cave exploration.

Game Concept Discussion (30 mins)

Setting & Theme

Idea: Incorporate a realistic cave setting by the sea, inspired by the texts.

Educational Specialist: Suggests integrating geological concepts like erosion, mineral formation, and hydrostatic pressure.

Idea Presentation: Realistic Cave Setting by the Sea

Lead Developer: "Let's start by exploring the main setting for our game. Based on our previous discussions and the texts we've looked at, we're thinking of a cave setting by the sea. This environment is not just visually stunning, but also rich in educational content."

Graphic Designer: "I can visualize it! We can create a dynamic environment with varying light conditions, sea waves crashing on the cave walls, and diverse terrain inside the cave, from narrow passages to large caverns."

Sound Engineer: "The ambient sounds in this setting would be captivating. We can have the sound of dripping water, echoes, and the distant rumble of the sea. It will be immersive."

Educational Specialist's Input: Integrating Geological Concepts

Educational Specialist: "This setting gives us a unique opportunity to integrate fundamental geological concepts. We can start with erosion - showing how the cave has been formed and shaped over time by the sea and other natural elements."

Developer: "That's a great idea. We can have different sections of the cave showing various stages of erosion, maybe even interactive elements where players can see the effects of erosion over time."

Educational Specialist: "Exactly. And we can also dive into mineral formation. Imagine sections of the cave with different types of minerals, each with educational content explaining their formation process, composition, and significance."

Writer: "This could tie into the game's narrative. Maybe the player is on a quest to collect these minerals for a scientific mission, or they unlock secrets of the cave's past."

Educational Specialist: "And let's not forget hydrostatic pressure. Since our cave is partially flooded, we can include puzzles or challenges that involve understanding and manipulating water levels and pressure."

Game Designer: "I see potential for physics-based puzzles here. Like adjusting water levels to access different parts of the cave, or using the principle of buoyancy to solve challenges."

Concluding the Discussion

Lead Developer: "Great ideas, everyone. We're looking at a game where players explore a beautifully rendered, dynamic cave setting. It's not just about adventure but also learning key geological concepts like erosion, mineral formation, and hydrostatic pressure."

All: Agree on the proposed setting and themes, excited about the educational and aesthetic potential of the game.

End of Discussion

This part of the session successfully lays out the foundation for a game that is visually engaging and educationally rich, making the most of the intriguing cave setting by the sea. The team has effectively combined their expertise to shape a game that promises both adventure and learning.

Main Character Development

Idea: Create a teenage protagonist, possibly named Apollinaria, who's curious and scientifically inclined.

Graphic Designer: Proposes character sketches, emphasizing a look that resonates with the target age group.

Main Character Development Discussion

Idea Introduction: Teenage Protagonist - Apollinaria

  • Lead Developer: "Let's discuss our main character. We want a protagonist who's a teenager to resonate with our target audience. I'm thinking of naming her Apollinaria. She should be curious, scientifically inclined, and relatable to our players."

  • Educational Specialist: "Apollinaria's character is perfect for promoting STEM among teens, especially girls. She can be a role model, showing enthusiasm for science and exploration."

  • Writer: "Her background could be in a family of scientists or explorers. This could explain her natural curiosity and skills. She's on a mission to uncover the cave’s secrets, maybe as a part of her school project or a family tradition."

Graphic Designer's Proposal: Character Sketches

  • Graphic Designer: "I have some initial sketches for Apollinaria. I'm envisioning a modern look that our target age group can relate to. She's casually dressed for exploration - think practical but with a touch of style."

  • Shows sketches: "Here she has protective gear for caving, but I've added colorful elements to keep it lively. Her backpack can be filled with gadgets and tools for exploration and scientific investigation."

  • Game Designer: "We can also use her gear as a part of the gameplay. Items in her backpack could unlock certain parts of the game or be used to solve puzzles."

  • Sound Engineer: "We should also think about her voice. It needs to be youthful and energetic. Maybe we can have a voice actress who can bring that enthusiasm and curiosity in her dialogue."

Discussion on Character Traits and Relatability

  • Educational Specialist: "Apollinaria’s character should display traits like resilience, intelligence, and a problem-solving attitude. This can be subtly integrated into the game through the challenges she faces and overcomes."

  • Writer: "There's also room for character development. As she progresses through the game, she learns more, not just about science, but also about perseverance and teamwork."

  • Marketing Specialist: "We should ensure that Apollinaria's character appeals to a diverse audience. Her story should be something every teenager, regardless of background, can draw inspiration from."

Conclusion and Next Steps

  • Lead Developer: "So, we're agreed on Apollinaria as our protagonist. She's smart, curious, and adventurous. Our next steps are to finalize her design and start developing her character arc."

  • All: Nod in agreement, excited about the potential of Apollinaria to engage and inspire players.

End of Discussion

This portion of the session effectively defines the central character of the game, ensuring she is appealing, relatable, and serves as a positive role model for the teenage audience. The collaborative input from different team members promises a well-rounded and engaging character in Apollinaria.

Gameplay Mechanics

Idea: Puzzle and exploration-based gameplay.

Developer: Discusses implementing physics-based puzzles involving natural forces acting on objects in the cave.

Gameplay Mechanics Discussion

Introduction of Puzzle and Exploration-based Gameplay

  • Lead Developer: "For the gameplay mechanics, we're leaning towards a mix of puzzle-solving and exploration. It aligns well with our educational goals and the cave setting."

  • Game Designer: "Puzzles are a great way to incorporate learning elements. They can challenge the player's problem-solving skills and understanding of scientific concepts."

Developer's Proposal: Physics-based Puzzles

  • Developer: "I propose we include physics-based puzzles that revolve around the natural forces acting in the cave environment. For example, we can have puzzles that involve balancing weights, understanding buoyancy, and even manipulating light and shadows."

  • Educational Specialist: "That's a brilliant way to teach physics in an interactive setting. We can base these puzzles on real-world physics principles, making them not just fun but also educational."

  • Graphic Designer: "Visually, these puzzles can be very engaging. We can use different elements like water, rocks, and minerals to create diverse puzzle scenarios."

Incorporation of Exploration Elements

  • Game Designer: "Exploration should be a key component too. As players navigate through the cave, they can discover new areas, each with unique challenges and educational content."

  • Writer: "The exploration can be tied to the storyline. As Apollinaria uncovers more of the cave’s secrets, she also unravels a larger narrative, maybe something about the history of the cave or a scientific mystery."

  • Sound Engineer: "We should also think about how sound can guide or enhance exploration. Echoes or water sounds can give clues or indicate hidden areas."

Interactive and Adaptive Gameplay

  • Developer: "The gameplay should be adaptive. Depending on the player's choices and success in solving puzzles, the game environment and challenges can evolve."

  • Educational Specialist: "That adaptability can also apply to the educational content. If a player struggles with a concept, the game can offer additional hints or simplified puzzles."

Conclusion: Integrating Gameplay with Educational Content

  • Lead Developer: "So, our gameplay will be a blend of physics-based puzzles and exploration, with an emphasis on interactive learning. The player's journey through the cave will be both a narrative and educational experience."

  • All: Agree and are enthusiastic about the potential of the gameplay mechanics to provide an engaging and instructive experience.

End of Discussion

This discussion ensures that the gameplay mechanics of the game are not only engaging and challenging but also seamlessly integrated with the educational content. The physics-based puzzles and exploration elements are set to provide a rich and immersive learning experience for the players.

Educational Elements

Educational Specialist: Suggests quizzes and interactive dialogues about geological formations and environmental science.

Sound Engineer: Proposes ambient cave sounds and interactive audio clues to enhance learning.

Educational Elements Discussion

Introduction of Quizzes and Interactive Dialogues

  • Educational Specialist: "To strengthen the educational aspect, I suggest incorporating quizzes and interactive dialogues. These can focus on geological formations, the science of caves, and environmental science."

  • Game Designer: "Quizzes could be checkpoints in the game. Successfully answering questions can unlock new areas or tools for Apollinaria."

  • Writer: "Interactive dialogues can be part of the narrative. Apollinaria could interact with virtual mentors or experts in the game, offering insights and facts about the cave's environment."

Sound Engineer's Proposal: Ambient Sounds and Audio Clues

  • Sound Engineer: "Ambient cave sounds can greatly enhance the learning experience. We can include dripping water, echoes, and the sound of the sea. These sounds can also serve as audio clues for solving puzzles or finding hidden areas."

  • Developer: "That's a great idea. We can use sound-based puzzles, where players have to listen carefully to solve them, like identifying patterns or directions based on sound."

Integration of Educational Content into Gameplay

  • Educational Specialist: "Each puzzle and exploration area can include informational content. For instance, when Apollinaria encounters a stalactite, the game can offer fun facts about how they are formed."

  • Graphic Designer: "We can visually represent these educational elements. When players interact with an object, a pop-up with infographics or short animations can appear, making learning more engaging."

Discussion on Balancing Education and Fun

  • Lead Developer: "While education is our focus, we need to balance it with fun. The quizzes and dialogues shouldn't feel like a classroom test but more like a part of the adventure."

  • Marketing Specialist: "Exactly, the educational content needs to be seamlessly woven into the gameplay. It should feel natural, not forced."

Conclusion: Finalizing Educational Elements

  • Lead Developer: "To summarize, our game will include interactive dialogues and quizzes on geological and environmental sciences. Ambient sounds and audio clues will not only enrich the experience but also be part of the educational journey."

  • All: Agree on the proposed educational elements, emphasizing the importance of integrating them naturally into the gameplay for an immersive and educational experience.

End of Discussion

This conversation ensures that the educational components of the game are both engaging and informative, offering players an interactive way to learn about science while enjoying the adventure and exploration aspects of the game.

Feature Development (40 mins)

Levels & Challenges

Idea: Each level represents different parts of the cave with unique geological features.

Developer: Talks about incorporating varying difficulty levels, keeping them fun and educational.

Feature Development Discussion: Levels & Challenges

Concept Introduction: Diverse Cave Levels

  • Lead Developer: "For the game's structure, let's envision each level as a different part of the cave, each with its own unique geological features and challenges."

  • Game Designer: "This approach allows us to introduce a variety of environments. For example, one level could be a narrow tunnel with intricate rock formations, while another could be a large cavern with underground lakes."

Developer's Input: Varying Difficulty Levels

  • Developer: "I suggest we incorporate varying difficulty levels. As the player progresses, the puzzles and challenges become more complex, integrating more advanced scientific concepts."

  • Educational Specialist: "That makes sense. We can start with basic geological concepts and gradually introduce more complex topics. This way, we ensure the game is both fun and educational."

  • Graphic Designer: "Visually, each level can have a distinct theme and color scheme, reflecting the unique geological features. It will keep the game visually interesting and engaging."

Discussion on Challenge Integration

  • Game Designer: "Each level should present a unique challenge that tests the player's learning and problem-solving skills. For instance, one level could focus on mineral identification, while another could be about understanding water flow in caves."

  • Sound Engineer: "We can also use audio cues as part of the challenges. Like interpreting sound waves in a narrow passage or using echolocation to navigate."

Balancing Educational Content and Gameplay

  • Educational Specialist: "While we focus on the educational aspect, we need to ensure the challenges remain engaging and not too textbook-like. The learning should come through interactive gameplay."

  • Marketing Specialist: "Absolutely, we want our players to feel excited about advancing to the next level, driven by curiosity and the satisfaction of solving puzzles."

Conclusion: Final Thoughts on Levels and Challenges

  • Lead Developer: "Alright, so each level will represent a different part of the cave with escalating difficulty and unique challenges. Our focus will be on maintaining a balance between fun gameplay and educational content."

  • All: Nod in agreement, excited about the potential of the levels and challenges to offer a rich, immersive, and educational gaming experience.

End of Discussion

This part of the session ensures that the game's levels and challenges are well-structured to provide an engaging, visually appealing, and informative experience. The incorporation of varying difficulties and unique challenges in each level aims to keep the game interesting and educational for players.

Interactive Learning Modules

Educational Specialist: Proposes embedded mini-games teaching about rock formations, cave ecosystems, and the water cycle.

Graphic Designer: Suggests integrating visually appealing infographics and 3D models.

Introduction of Embedded Mini-Games

  • Educational Specialist: "To enhance the educational aspect, I propose embedding mini-games within the main game. These can focus on teaching players about rock formations, cave ecosystems, and the water cycle."

  • Game Designer: "That's a great idea. We can design these mini-games to be part of the exploration, where players need to complete them to progress or unlock new areas."

Graphic Designer's Proposal: Visual Infographics and 3D Models

  • Graphic Designer: "I suggest integrating visually appealing infographics and 3D models in these mini-games. This would make the learning process more engaging and help players visualize complex scientific concepts."

  • Developer: "We can use interactive 3D models to explain rock formations. Players can rotate, zoom, and even dissect these models to understand their composition."

Discussion on Mini-Game Mechanics and Design

  • Game Designer: "Each mini-game should have clear learning objectives aligned with the game's overall educational goals. For instance, a mini-game on the water cycle could involve players in a simulation where they manage water levels to maintain a healthy cave ecosystem."

  • Sound Engineer: "For these mini-games, we can create unique soundtracks or effects, like the sound of water dripping or rocks shifting, to make them more immersive."

Balancing Education and Playability

  • Educational Specialist: "While embedding educational content, we need to ensure these mini-games remain fun and don't feel like a classroom lesson. The educational aspect should be woven seamlessly into the gameplay."

  • Marketing Specialist: "Absolutely, we want these mini-games to be something players look forward to. They should be challenging, yet achievable, and most importantly, fun."

Conclusion: Integration of Interactive Learning Modules

  • Lead Developer: "So, we'll develop mini-games with a focus on rock formations, cave ecosystems, and the water cycle, using visually appealing infographics and 3D models. These will be integrated seamlessly into the main game to provide an engaging and educational experience."

  • All: Agree on the concept, excited about the potential of these interactive learning modules to enhance the educational value of the game.

End of Discussion

This discussion ensures the interactive learning modules are not only informative but also engaging, using a combination of mini-games, infographics, and 3D models. The team is focused on creating an immersive educational experience that is also fun and engaging for players.

Storyline Integration

Idea: Create a compelling narrative where each level uncovers part of a larger mystery.

Writer: Suggests a storyline involving ancient geological secrets or environmental conservation themes.

Concept Introduction: A Compelling Narrative

  • Lead Developer: "For our game to truly resonate, we need a compelling narrative that weaves through each level, uncovering parts of a larger mystery. This will keep players engaged and motivated to progress."

  • Game Designer: "Agreed. The storyline should be intriguing and should neatly tie in with our educational objectives. As players solve puzzles and advance through levels, they should feel like they're unraveling a bigger story."

Writer's Suggestion: Ancient Geological Secrets and Environmental Conservation

  • Writer: "I propose a storyline that revolves around ancient geological secrets or themes of environmental conservation. For instance, the cave could be a site of ancient geological phenomena, holding secrets from the past that players can uncover."

  • Educational Specialist: "This is brilliant! It gives us an opportunity to integrate historical and environmental education. We can teach players about how geological processes have shaped our world and the importance of preserving such natural wonders."

  • Graphic Designer: "Visually, this can be very rich. Imagine ancient cave paintings, fossilized remains, and unique rock formations that players discover as they progress. It can be a visual treat."

Discussion on Narrative Techniques and Player Engagement

  • Game Designer: "We can use various narrative techniques to keep the players engaged. For example, finding journal entries, deciphering ancient scripts, or interactive dialogues with virtual characters who provide historical insights."

  • Sound Engineer: "The audio can complement the storyline. We can use different musical themes for different eras or environments that the player uncovers in the cave."

Balancing Story and Gameplay

  • Lead Developer: "While we focus on the narrative, we need to ensure it doesn't overshadow the gameplay. The story should enhance the puzzles and exploration, not distract from them."

  • Marketing Specialist: "Correct. The storyline should appeal to a wide audience and encourage players to keep exploring and learning. It should be captivating but not too complex to follow."

Conclusion: Finalizing the Storyline

  • Lead Developer: "Alright, so our storyline will involve uncovering ancient geological secrets and themes of environmental conservation. It will be integrated with each level, adding depth and context to the player's journey."

  • All: Agree on the storyline concept, excited about its potential to enrich the gaming experience and provide an additional layer of education and engagement.

End of Discussion

This portion of the session ensures that the game's storyline is not only engaging and intriguing but also seamlessly integrated with the educational content and gameplay mechanics. The ancient geological secrets and environmental conservation themes promise to add an additional layer of depth and intrigue to the game, making it an enriching experience for players.

Technical Considerations (20 mins)

Lead Developer: Discusses platform compatibility, graphical requirements, and game engine capabilities.

Quality Assurance: Emphasizes the need for testing educational accuracy and gameplay smoothness.

Technical Considerations Discussion

Lead Developer: Platform Compatibility and Technical Requirements

  • Lead Developer: "Let's talk technical. First up, platform compatibility. Our game should be accessible across various devices – PCs, consoles, and maybe even mobile platforms. This broadens our reach."

  • Developer: "For mobile compatibility, we'll need to optimize for different screen sizes and ensure the controls are touch-friendly."

  • Lead Developer: "Regarding graphical requirements, we need striking visuals but also have to keep in mind the hardware limitations of our average user. We can't make it too resource-intensive."

  • Graphic Designer: "Agreed. We can use scalable graphics – detailed for high-end devices but still looking good on lower-end ones. This will ensure a wide range of users can enjoy the game without performance issues."

  • Lead Developer: "And about game engine capabilities – we need an engine that supports our ambitious physics-based puzzles and interactive learning modules without compromising on performance."

  • Game Designer: "Unity or Unreal Engine might be our best bets. They are versatile and support advanced features that our game requires."

Quality Assurance: Testing for Educational Accuracy and Gameplay

  • Quality Assurance Manager: "On the quality front, our primary focus should be on two things: educational accuracy and gameplay smoothness. We need rigorous testing to ensure all scientific content is accurate and the game mechanics are bug-free."

  • Educational Specialist: "I can work closely with the QA team to verify the educational content. We must ensure that all information provided in the game is factually correct and up to date."

  • Quality Assurance Manager: "Gameplay smoothness is another critical area. We need to ensure seamless transitions between levels, intuitive controls, and no lag or glitches that could disrupt the gaming experience."

  • Developer: "I suggest we implement a continuous integration and testing system. This way, we can catch and fix bugs early in the development cycle."

Discussion on Post-Release Support and Updates

  • Lead Developer: "Post-release support is another key aspect. We need to plan for regular updates, bug fixes, and possibly new content to keep the game relevant and engaging."

  • Marketing Specialist: "Regular updates can also be an opportunity for additional marketing pushes and keeping our player base engaged."

Conclusion: Setting Technical Priorities

  • Lead Developer: "To wrap up, our technical priorities will be platform compatibility, optimized graphics, choosing the right game engine, and rigorous QA for educational accuracy and gameplay smoothness. Let's also not forget the importance of post-release support."

  • All: Agree on the technical roadmap, understanding the importance of balancing high-quality visuals and performance with educational integrity and user experience.

End of Discussion

This conversation ensures that the technical aspects of the game are thoroughly planned, focusing on wide accessibility, high-quality graphics, and robust performance. The emphasis on rigorous testing for educational accuracy and gameplay smoothness highlights the team's commitment to delivering a top-notch educational gaming experience.

Conclusion and Next Steps (10 mins)

Lead Developer: Summarizes the session, sets deadlines for initial prototypes.

All: Agree on a follow-up meeting to review progress and initial designs.

Conclusion and Next Steps (10 mins)

Lead Developer: Summary and Deadlines

  • Lead Developer: "Thanks, everyone, for the productive session today. Let's quickly recap our main points and set some deadlines. We've agreed on a cave exploration theme with a focus on geological and environmental education. Our main character, Apollinaria, will engage players in this adventurous setting. We've outlined a mix of puzzle-solving and exploration gameplay, complemented by educational mini-games. Our narrative will unravel ancient geological secrets, keeping players intrigued. On the technical side, we'll ensure platform compatibility, optimal graphics, and robust game engine performance. The QA team will focus on testing for educational accuracy and gameplay smoothness."

  • Takes notes of the main points discussed

Setting Deadlines for Initial Prototypes

  • Lead Developer: "For our next steps, I propose the following deadlines: Within the next four weeks, we need initial prototypes for the game's basic mechanics and a draft of the first level. The graphic design team should have preliminary character and environment designs ready. Our educational specialist will prepare the content outline for this level. The sound team should begin creating initial audio samples."

  • Checks team's availability and adjusts deadlines accordingly

All: Agreement on Follow-up Meeting

  • All Team Members: Express agreement and understanding of their respective roles and deadlines.

  • Quality Assurance Manager: "I'll prepare a testing schedule based on these prototypes and ensure we have regular check-ins for quality control."

  • Marketing Specialist: "I'll start drafting a preliminary marketing strategy and identifying key selling points based on our game's unique features."

Scheduling the Follow-up Meeting

  • Lead Developer: "Let's schedule a follow-up meeting in four weeks to review our progress and the initial designs. This will be a crucial checkpoint to ensure we're on the right track and to make any necessary adjustments early on."

  • Coordinates with the team to set a date and time for the next meeting

Final Remarks

  • Lead Developer: "Great job today, everyone. These next steps are crucial for our project's success. Let's keep the communication open and collaborate closely to bring our vision to life."

  • All: Nod in agreement, motivated and clear about the expectations and the upcoming tasks.

End of Session

This conclusion effectively wraps up the brainstorming session, with clear summaries and actionable next steps. Setting deadlines for initial prototypes and scheduling a follow-up meeting ensures that the project maintains momentum and that all team members are aligned with the goals and timelines.

End of Session

This brainstorming session sets a collaborative foundation for developing "Cave Explorer," blending educational content with an engaging gameplay experience tailored for teenagers. The game aims not only to entertain, but also to instill a deeper understanding of natural sciences through interactive learning and exploration.


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