Design Methodology – The VAP design methodology is described in several research papers located on this site.
VAP Quick Reference vapquickref.pdf
Tiltfactor is delighted to be able to share some design methods with the public. Developed as part of Values at Play, the Grow-A-Game cards are widely in use in both K-12 and University classrooms.
Using Grow-A-Game, groups of people brainstorm novel game ideas which prioritize human values. While no prior game design experience is necessary, both experienced designers and those new to the field will have fun making games.
- Apprentice Edition
- Classic Edition
- Expert Edition
- Digital Edition
- Grow-A-Story (coming soon)
Order Grow-A-Game Cards
You can order Grow-A-Game cards from Tiltfactor.
A printable version is also available for download:
- Grow-a-game! cards overview
- Grow-a-game! cards instructions
- Printable set of Grow-a-Game Cards (this may take a while…)
Articles And Reviews
- “Grow a Game.” Blacklodge, June 26, 2011.
- Hing, Geoffrey. “Gaming summit aims to encourage girls in technology.” Medill Reports, April 8, 2010.
- Schroyen, Joel. “Tilt Factor – Game Design for Social Change.” FUN, Anyone?, March 4, 2010.
- Glaves, Rachel. “Designing Fun: Games Design Lessons for User Experience.” Adaptive Path, June 3, 2009.
- “The Grow-A-Game Exercise.” The Pretentious Gamer, June 2, 2009.
- Abbott, Michael. “GLS: Embedding Social Activist Principles In Game Design.” Gamasutra, July 18, 2008.
from the Tiltfactor Design Team
- Balanceador del Ecosistema
- Big River
- Greenwoods (Screens only)
- Lay Off Game
- Media Mogulism
- Monsters of Prog
- More More More
- Towers of the Empire
This work is licensed under a
Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 United States License