edits+to+individual+SOW

STATEMENT OF WORK REQUEST FOR SERIOUS GAME __ SECTION1 __ : PRELIMINARY SCOPE OF STATEMENT 1.1 Long-Term Objective and Purpose of the procurement **__ Development of serious game software with a minimum of 100 hours of learning time __****. Game shall be an adventure game in the first person, in a CD format. ** ** Content and audience: French language and culture – Level I, for college students at their first year of language learning. Software must be performance based, and developed using a “Learning by Doing” instructional approach (Schank, Berman & Macpherson, 1999). If your unit prototype is competitive and satisfies requirements, the chosen agency will then develop an entire semester course, comprised of 10 game units. Agency must submit a cost estimate for the entire course (10 units), but is only responsible to first develop a ONE unit game prototype, together with supportive technical and graphical plans of game unit. **  1.2 Short-Term Purpose of Procurement ** As discussed in previous section, the immediate procurement is the development of a SINGLE __game unit prototype__. The prototype shall incorporate at least 3 different TYPES of avatars in their own specific and separate worlds. Required Avatars: 1) A **__ present __** Francophone character, living in present times, in France, Guadaloupe or any French speaking country; 2) A **__ past __** historical Francophone character, not living in present times; and 3) A ** fictional **Francophone character, derived from Francophone culture. The three characters shall live in separate worlds but the user may decide to explore “unchartered territory”, and the possibility shall exist for them to meet.**  ** Final users shall be able to pick a character of choice, explore his/her world and thanks to informal learning activities and settings, engage in the learning of the French language. **  ** In addition, users shall be able to personify and individualize avatars with clothing, accessories, etc., in order to fit the situation they are in (work clothing, party clothing, gym clothing, etc). Each character shall be driven by a major goal or dream or mission. The game shall offers players different paths to achieve such goal, and embed tasks to be completed on the way. ** ** For your reference, we have provided acceptable examples of characters: Zidane –ex soccer player; Napoleon - deceased emperor; Asterix, a fictional comic character living during roman times; an American college student living in Paris. ** ** Examples of possible missions are: securing food and a place to sleep in Gaul now France in 50 BC; knowing how to move around (transportation options) in Marseille, place of birth of Zidane, a retired muslim French World-Cup footballer; one day (non-combat and combat) in the shoes of Napoleon;  ** ** An American student is looking for entertainment venues and faces common language difficulties. **  1.3 Magnitude of work to be performed ** Contractor has graphic and artistic flexibility, but SHALL ensure: ** - ** A learning by doing linguistic performance ** - ** An engaging story with twists, direct language and comical situations. **  - ** A quality game experience, with minimum graphical requirements, interactivity and play moments. ** ** Contractor shall submit ONE operative prototype game unit, performance based, that allows the learning of the French language, as specified above. The 3 Playable characters shall be well developed, with different voices, worlds, prior background and goals. ** ** In addition, agency shall identify other Non-Playable characters part of game prototype, and submit examples of dialogue narratives. ** ** To ensure learning outcome is achieved, prototype unit must demonstrate how informal learning occurs, which users’ tools are embedded, and how feedback is presented to overcome both navigation and linguistic difficulties. The prototype unit shall include informal assessments checkpoints, necessary to advance to higher levels of difficulty. **  1.4 Boundaries of performance and responsibilities ** 1. **** Submit a Technical Design Document, specifying game name, table of contents, technical team names, their contact and roles, CD budget, development plan, scheduling, equipment budget and costs. ** ** 2. **** Prototype unit with samples of in-game language text, game interface text, voice section, art to be localized, activities, mission and game mechanics. ** ** 3. **** Similar Past Project Plans, able to estimate costs, track progress, maintain schedule and estimate profitability of a semester long game content (10 units). ** ** Subject Matter Experts shall include UCF staff and faculty, especially within the Modern Language Department. **  SECTION II: Tasks to be performed ** Contractor shall follow guidelines below when designing game: ** ** 2.1 __Story elements__: Francophone worlds and characters shall interact with players, who must overcome obstacles to continue along an exotic journey of cultural and linguistic discovery. Events vary from meeting people and things to daily life actions. ** ** 2.2 __Relevant play elements:__ These elements shall sustain players’ motivation and diffuse possible frustration. These play elements shall take the form of a __sequence of “puzzles__”, defined as challenges players must solve to achieve specific tasks/missions that earn points, and advance players to upper levels. Informal learning moments must include: speaking, reading, listening, writing activities, and cultural interactions with the Francophone culture and language. ** ** 2.3 __Tool elements__:Tool elements shall be innovative and aid performance achievement (intelligent phones or I-pad to gain access to instant information sources, or the engagement of a “mind reader gaze,” when a player is not understanding language, etc.). ** ** 2.4 Contractor shall organize tasks in logical sequence, group similar and related tasks; main tasks and sub tasks. ** SECTION III: Input and Output __3.1 Required resources to perform the tasks__: ** 3.1.1 Labor: programmers, graphic designers, graphic animators, narrator, writer, ** ** 3.1.2 Contractor’s In house Software and hardware game equipment, material, know how and resources ** ** 3.1.3 UCF content requirements for French 1 ** ** 3.1.4UCF subject matter experts from Modern Language Department ** ** 3.1.5Thirty (30) UCF students to test prototype usability and effectiveness. ** ** 3.1.5 Maximum Budget per unit developed: $10, 000 per unit. **  3.2 __ Long-Term Output “The Deliverable” and its timeline __ ** 3.2.1TEN, ** **30 minute long game units, as specified below, In section labeled “parameters for acceptable performance standards”** ** 3.2.2Once a month Meeting updates on Game Design Document (GDD) on art and sound production, game modes, environmental objects, playable and non-playable characters, tasks and missions. ** ** 3.2.3 Once a month Feedback on prototype testing ** ** 3.2.4 Each unit shall consist in one HALF hour of play/learning time, to be delivered within 2 months, after signing of contract. ** ** Surveillance plan and method: monthly meeting with technical team who will provide 3 minute increments of game time (3 min x 10 meetings= 30 minutes, final output). ** ** Shall provide a cost estimate for each 3 minutes of added game time ** SECTION IV Parameters for acceptable __performance standards__: 4.1 ** TEN (10) distinct locations (worlds) minimum, per avatar ** 4.2 ** Two game Levels, each with 15 missions (min 5 tasks for mission). **   4.3 ** 5 non playable characters, in each level, each well developed ** 4.4 ** 3 playable characters, each well developed ** 4.5 ** 3 tools minimum ** 4.6 ** 1 weapon ** 4.7 ** 3 vehicles ** 4.8 ** Others, at your discretion ** ** Overall, Contractor has relative flexibility in Quality, Quantity, Time, and Appearance of deliverable. However, Deliverable must take the form of a CD, be performance-centered, engaging, offer feedback and allow for systematic exposure to simulated real-life scenarios. **