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STUDENT COLLABORATION 
HONOR AWARD 
Navigating Nature 
  Ryan Bitzegaio, Megan Caylor, Elizabeth Clay, Alex Corn, Charles Estell, Francesca Hernandez, Student ASLA, Ashley Keith,  Christopher Patten, Student ASLA, Nicole Randolph, Nadia Roumie, Adam Voirin, Student ASLA, Kelly Woodward, Student ASLA 
Ball 
State University, Muncie, IN  
Faculty Advisor: Martha Hunt  | 
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Project Statement 
 The educational video game Navigating 
Nature was produced by a twelve student interdisciplinary 
team (landscape architecture, biology/natural resources, 
telecommunications, computer science, English). Navigating 
Nature challenges children to restore ecosystems; to 
do so they build an understanding of these systems, 
and connect to the natural world through a technology 
they are comfortable with: a video game.  
Project Description 
 Navigating Nature is made up 
of 3 mini games: a forest game, a wetland game, and 
a prairie game. The creation of this game grew out of 
three beliefs. First, getting kids interested in, and 
knowledgeable about, the natural environment is important 
to make the Earth a healthier place. Second, when kids 
play games, they are learning; they are thinking critically, 
performing exercises in logic, and developing superior 
hand-eye coordination. Third, video games have been 
blamed for everything from increased violence to sloth 
and indolence, and they have been given short shrift 
in their potential as a positive tool for learning. 
The game’s target audience, elementary-aged 
schoolchildren, required that it be engaging, but also 
satisfy the wide-range of learning and developmental 
levels found in second through fifth grade. Also, the 
game outcome had to be more complex than a simple win/not 
win state -- the children needed to be able to do well, 
to have an average performance, or fail. A compelling 
storyline, animated characters, and different game play 
techniques were all used to address these needs. 
Each mini-game was constructed from the 
ground up: original code was written, game play was 
built upon the natural laws, graphic entities were drawn, 
and the children were consulted throughout the process 
(feedback was gathered at each step: storylines were 
presented and the game was tested for game play, challenge 
level, and code problems). Academic and field research 
on ecosystems, hands-on prototyping, problem solving, 
and testing resulted in the following themed mini-games: 
 
The Forest Game -- 
The player is taken back in time 200 years to see 
the clear-cutting of old-growth forest. To win, the 
player re-populates the forest with native tree species 
and removes the invasive species. 
The Wetland Game -- The player is 
faced with wetlands that have been disconnected from 
their water source, the river. To win the player reroutes 
the river to reconnect these wetlands.  
The Prairie Game -- The player is 
in a prairie invaded by exotic species. To win the 
player finds the invasive species and replaces them 
with their native look-alikes.  
 
The Role of the Landscape 
Architecture Student 
The design of a video game is much like 
landscape design, so we were comfortable in this setting. 
We worked closely with students from computer science, 
wildlife biology, ecology, English Education, and TCOM, 
and our roles were ever-changing. To meet our goals, 
teams were formed to efficiently tackle different tasks. 
We (the LA students) found ourselves on many of these 
teams. Some of us worked on the graphics team to illustrate 
characters, plants, and animals, while others worked 
on the storyline team to develop a narrative for the 
game. We also documented (in video and still photos) 
the entire process, developed a children’s storybook 
for the game, and prepared a final presentation (including 
kiosk-like stations designed to inform about the process 
and allow the play of the game). Given the “generalist” 
nature of our field we were the most comfortable with 
moving from one task to the next, and visualizing the 
final outcome. This allowed us to step in and contribute 
to discussions in meaningful ways, from seeing both 
sides of an argument to assisting the group in coming 
to consensus. 
How the Landscape Architecture 
Students Contributed to the Process 
We were able to contribute in many different 
ways, including: 
-  Illustrations of plants and 
animals. In this process the natural science students 
found plant and animal data and we guided everyone 
through the decision-making process to choose the 
most representational species, and determined which 
could be illustrated given technological constraints. 
A similar process was followed to create the overworld 
map (where the player begins the game), the topographic 
tile overlay for the wetland game, and aerial and 
cross-section scenes in forest and prairie games.
 
 
 
-  Mediating discussion 
and guiding consensus building. Though we served 
as mediators and consensus builders, the following 
example exemplifies this role.
 
An argument had ensued regarding the rerouting of 
a river as a basis for the wetland game. Some students 
argued that if the river was re-routed back to a more 
natural flow, established habitats would be re-disturbed, 
causing too much harm. Others argued that a concrete 
channel was not a diverse system, and there are many 
successful examples of re-channeling. We (the LA students) 
realized everyone was arguing from discipline-specific 
beliefs. This realization broke the stalemate, and, 
with good communication, a solution was found.  
 
 
-  Establishing a successful 
communication system. Any miscommunication 
in this project had an effect on many different fronts, 
from the evolution of educational intent or game play 
to frustration with each other. And, working with 
technology introduced another set of difficulties. 
To help with tug-of-war situations, we utilized our 
diagramming and graphic communication abilities. We 
were able to focus discussion on the project, making 
decisions both tangible and less personal. 
 
 
What the Landscape Architecture 
Student Learned from Other Disciplines, and Visa Versa 
Here are some examples that illustrate 
what we learned from each other in this game-building 
process: 
-  Communicating effectively 
with different disciplines. Primarily we learned 
how important it is for us to not expect others to 
understand our design vocabulary, jargon, or process. 
For example, we cannot expect natural science students 
to immediately come up with a series of storyboards 
when storyboarding is not in their skill set. To address 
today’s environmental challenges will require 
intense collaboration between many disciplines; this 
experience has given us some good practice at communication 
with other professionals.
 
 
 
-  A deeper understanding of 
specific native flora and fauna. Intense collaboration 
with students from the natural sciences opened our 
eyes to the fact we do not know nearly as much as 
we thought in terms of plant life, cycles, and how 
ecosystems operate. This resulted in, for example, 
the inclusion of each tree’s life cycle and 
propagation patterns in the forest game. 
 
 
 
-  Virtual world challenges. 
Computer science students taught us about the opportunities, 
and limitations of today’s technology. For example 
our game’s main character had to be animated 
within frame constraints, and sized to correspond 
to a computer screen. A tile system of this screen 
required each tile had to be drawn to fit. Scale, 
perspective, and how one moves through the landscape 
all needed to be rethought as we constructed this 
virtual world of many different parts. Augmented Reality, 
a concept now being explored in landscape architecture, 
is one area that will need to be approached in such 
a collaborative manner. 
 
 
 
-  Technology and design opportunities/constraints. 
Working with TCOM and computer science majors brought 
to the forefront the challenge of animation. The pixel, 
for example, brought on an entire new set of graphic 
design rules. This restriction demanded clear layout, 
color choice, and comprehensible graphic representation. 
 
 
 
-  Understanding client needs. 
The English/Secondary Education major helped us interpret 
and understand our audience: elementary school students. 
Applying state science learning objectives and standards, 
how to gather information from this age group, and, 
working with children to test our designs was all 
new to us. In our profession, our purpose as a designer 
is to listen and create a solution that they can relate 
to, will enjoy, and, in this case, learn from.
 
 
While we certainly learned a lot 
from others in this seminar, the other students learned 
the following from us:  
-  Our discipline bridges many 
disciplines. Though we found ourselves grappling 
with our own jargon, we were able to demonstrate how 
to value and apply the knowledge from other disciplines 
in this process. Our leadership in this regard demonstrated 
the role we play in our field. 
 
 
 
- Understanding the process 
of design can bring answers to many questions. 
Though the design of a video game is not typically 
what landscape architects do, our understanding of 
design process provided a solid foundation throughout 
the semester. We found ourselves taking on leadership 
roles, and being productive team players in this project. 
Consequently we taught others how to move through 
the (sometimes scary) creative process. 
 
 
 
- What landscape architects 
do – how we see things, how we engage the community. 
We spent many, many hours with these classmates (this 
was our primary project for all of our credit that 
semester). It was inevitable that we shared what we 
traditionally do in our disciplines. This happened 
when we made site visits – by the questions 
we would ask, how we would graphically document what 
we saw, and by pointing out how land was being used. 
And this happened in the classroom – by showing 
the others how to read an aerial photograph, or how 
to draw in plan view vs. section. This exposure broke 
the others in the seminar from thinking we were like 
the rest from our college -- that we are not simply 
architects that design landscapes. We are landscape 
architects that put healthy landscapes and communities 
first on our list of goals.
 
 
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