1 of 75

CONTENT

CREATION

TOOL

GUIDE

START NOW

(CLICK HERE)

Dized Tutorial Tool Guide

2 of 75

CONTENT CREATION TOOL (CCT) - Index

DIZED TUTORIAL TOOL

CONTENT

EDITOR

FLOW

EDITOR

LOGIC

EDITOR

VARIABLE

EDITOR

OBJECT

EDITOR

CONTENT

SETTINGS

DIZED PORTAL

PREVIEWER

REVIEW

TOOL

Dized Tutorial Tool Guide

3 of 75

CONTENT CREATION TOOL GUIDE - Index

CONTENT EDITOR

LOGIC EDITOR

VARIABLE EDITOR

(GLOBALS)

OBJECT EDITOR

(SOEXPLORER)

FLOW EDITOR

AUDIO

FILE MANAGER

(ASSET EXPLORER)

  • Overview
  • Handling Files

SETTINGS

  • Overview
  • Pricing

TESTING & PUBLISHING

OTHER

Dized Tutorial Tool Guide

4 of 75

FLOW EDITOR - Overview

Flow Editor is where to story flow is created. This is the “base view” of the tutorial tool and from which the other parts of the tool are accessed.

  1. GLOBALS - Variable Editor
  2. ASSET EXPLORER - File Manager
  3. SOEXPLORER - Smart Object Explorer
  4. SETTINGS - General settings of the content
  5. Previewer - For quick testing of the content
  6. Tool versions
  7. Workspace with steps and story flow
  8. Tool buttons

4 / 72

A

B

C

D

E

F

G

H

Dized Tutorial Tool Guide

5 of 75

FLOW EDITOR - Steps and Story Flow

  1. CONTENT STEP is one “screen” (or “slide”) in a Dized tutorial. These are visible to the player and they provide information as text, images, animations and sound. Content steps can also gather information with buttons.
    1. Step's name is visible in the middle. The play symbol is visible when "Autoplay" has been set to "True", and the second symbol means the step has a voiceover asset assigned to it.
  2. LOGIC STEPS act as the brain of the tutorial allowing creators to make the tutorials smart with conditional actions (if this, then that).
    • A Logic Steps are NOT seen by the player. The story flow will just go through these steps very quickly.
  3. FLOW ARROWS show all possible routes for the story flow are indicated with arrows. Brighter arrow indicates the default path, if there is one.

NOTE: Terms Block and Step mean the same thing. Block is used by the developers of Dized, but in discussions between publishers, content creators and end-users (players) it's more convenient to talk about Steps.

= Autoplay is True

= Voiceover asset has been set

5 / 72

A

B

C

A1

Dized Tutorial Tool Guide

6 of 75

FLOW EDITOR - Adding Steps

  1. New steps are added with these two buttons.
  2. If you don’t have any steps selected, the New Step (Content or Logic) will be created to the top left corner of the flow chart.
  3. If you have a step selected, the New Step will be created to the right side of the selected step.
    • If you have multiple steps selected, the New Step will be created to the right side of the step that was selected first.
  4. New step is automatically named with a number. For example, if the tutorial already has 15 steps (Content or Logic) created, the next step created would be titled Step 16.
  5. The Add Content and Add Logic functions are not available when Steps have been moved around in the flow chart and new positions haven’t been saved yet with the Save Positions button.

6 / 72

A

B

C

D

E

Dized Tutorial Tool Guide

7 of 75

FLOW EDITOR - Selecting Steps

Steps can be selected individually by clicking on top of the step.

  1. Multiple steps can be selected by holding down SHIFT or by drawing a box around the steps.

7 / 72

A

Dized Tutorial Tool Guide

8 of 75

FLOW EDITOR - Organizing Steps

  • SAVE POSITIONS button is available when a step or steps have been moved to a new position in the flow chart.��This feature exists so that the tool doesn’t communicate to the server every time a step is moved, but once the moving actions have been finished it updates the locations with one communication. It simply makes moving steps around a smoother experience.
  • CANCEL button cancels the moving actions and returns the steps to their previous locations.
  • Other buttons are disabled until new positions have been saved (or cancelled).

8 / 72

A

C

B

Dized Tutorial Tool Guide

9 of 75

FLOW EDITOR - Deleting Steps

  • DELETING STEPS: Select the step (or steps) you want to permanently delete and select Delete Block. Currently it is not possible to recover deleted steps so it’s important to be cautions while using delete.
  • Note that you can ONLY delete steps that DO NOT have any flow coming into them. In other words, if there is at least one step selected with an incoming arrow, the delete block option is not available. This makes it impossible to accidentally break the story flow structure by deleting steps. In this example, only Step 1 can be deleted.

9 / 72

A

B

Dized Tutorial Tool Guide

10 of 75

FLOW EDITOR - Duplicating Steps

  • DUPLICATE BLOCK allows creation of a new step using an existing step as the source.
  • This option is only available when exactly one step selected.
  • Object Handling:
    • CLEAR - Duplicate objects but clear animations. Objects’ positions are the ones at the source step’s first frame (beginning of timeline).
    • KEEP - Duplicate objects and their animations.
    • SYNC - Duplicate objects but clear animations. Objects’ positions are the ones at the source step’s last frame (end of timeline).
  • Link Handling:
    • CLEAR - Clear the default Next Step.
    • KEEP - Keep the default Next Step.

10 / 72

A

B

C

D

Dized Tutorial Tool Guide

11 of 75

FLOW EDITOR - Syncing Steps

  • SYNC BLOCKS allows you to sync object information between steps. This only affects objects with identical object ID.
  • Option is only available when there are exactly two steps selected. The source is the step that was selected first.
  • Sync Options:
    • SYNC POSITIONS - Description to be added.
    • SYNC ICSOS - Description to be added.

11 / 72

A

B

C

B

Dized Tutorial Tool Guide

12 of 75

FLOW EDITOR - Inspector - Overview 1/3

Flow Editor Inspector is where the basics setup for Steps is done. It’s only visible when a Step in selected in the Flow Editor.

Content Step Inspector: Basics

  1. Hide/Show Inspector (only available when a step is selected).
  2. Name of the Step, shown on the Step in the Flow Editor.
  3. Default Next Block.
  4. Content Creator’s Notes - not visible to users.
  5. Menu Tabs.

Content Step Inspector: Controls Tab

  • Default Back Button Visibility Status.
  • Default Next Button Visibility Status.
  • Default Setting for Autoplay.
  • Step Subtitle.
  • Voiceover file to be played with the Step. When a voiceover has been added, a play button is available here.
  • Save Button. Cancel changes by deselecting the Step.

12 / 72

A

B

C

D

E

F

H

G

I

J

K

Dized Tutorial Tool Guide

13 of 75

FLOW EDITOR - Inspector - Overview 2/3

Content Step Inspector: Smart Objects Tab

  • List of Objects used in the Step. Listed is the Object Name and Object ID.
  • Copy selected Objects with animations to the Clipboard.
  • Paste copied Objects with animations from the Clipboard to the step. *
  • Copy individual Object with animations to the Clipboard.
  • Copy Object’s animations to Clipboard. Number shows how many animation segments the object has (button not available if Object has no animations).
  • Paste animations from Clipboard to Object (This erases existing animation segments). *
  • You might need to scroll sideways to see all the information on the Smart Objects Tab.
  • Save Button. Cancel changes by deselecting the Step.

* Note: Clipboard contains the 10 previously copied Objects or animations. When pasting Object(s) and/or animation(s) with an existing object ID, the paste function replaces the existing object’s information rather than creating a new object. However, if no duplicate object ID is present, a new object is created instead.

13 / 72

A

H

B

C

E

F

D

G

Dized Tutorial Tool Guide

14 of 75

FLOW EDITOR - Inspector - Overview 3/3

Logic Step Inspector: Basics

  • Hide/Show Inspector (only available when a step is selected).
  • Name of the Step, shown on the Step in the Flow Editor.
  • Default Next Block.
  • Content Creator’s Notes - not visible to users.
  • Save Button. Cancel changes by deselecting the Step.

14 / 72

A

B

C

D

E

Dized Tutorial Tool Guide

15 of 75

FLOW EDITOR - Inspector - Step Names

Step Names

Content Creators can freely name Steps as they best see fit. Each Step also has a unique ID which cannot be changed by the Content Creator. Steps can have the same name, but not the same Step ID.

TIP: Give Steps short names which allow you to easily remember what the Step is about. It might also useful to use short codes to remind which part of the tutorial the Steps belongs to.

For Example Se04 Shuffle Cards could be the fourth Step of the setup phase, instructing players to shuffle cards. A consistent naming system helps when referring to steps in Logic or Buttons, or when creating voiceover files. The voiceover filename in this example could be simply Se04.mp3.

15 / 72

Dized Tutorial Tool Guide

16 of 75

FLOW EDITOR - Inspector - Subtitle

Subtitle

Subtitle is the text shown on the Step and typically read out aloud by the voiceover. Subtitle will have a darkened background in the tutorial, which is not shown if Subtitle is left blank.

Ideal Subtitle length is 1-2 rows of text, which is about 60-120 characters.

TIP: Try to keep Subtitles short and to the point so they are easier to read and single Steps don’t become too information heavy. Long Steps might cause players to zone out and miss information.

16 / 72

Dized Tutorial Tool Guide

17 of 75

FLOW EDITOR - Inspector - Autoplay

Progress Bar

Dized tutorials show a progress bar on the bottom of the screen. This indicates to players that there are more steps to come without them having to interact with the app. Players only need to take action at the last Step of an autoplay sequence.

Autoplay

Autoplay simply means if the Tutorial should go forwards automatically after the animations and voiceover has been fully played. Settings:

  • False: Autoplay OFF
  • True: Autoplay ON
  • Inherited: Use the previously set value

Autoplay can be turned ON when players are just given information but they don’t need to do anything with the physical game.

However, if players need to do something with the game or interact with the Tutorial it’s recommended not turn autoplay OFF. This allows players to think and continue once the task has been completed.

TIP: Don’t make autoplay sequences too long so that players don’t “zone out”. If you need to explain longer things try to have players complete a task or ask a question about the matter to activate them in the middle of the explanation Try to keep autoplay sequences under 10 Steps (or shorter if Steps are heavy on information).

= Autoplay is True

17 / 72

Dized Tutorial Tool Guide

18 of 75

FLOW EDITOR - Inspector - Voiceover

Voiceover

Voiceover is the audio file that will be played with the Content Step. This should matche the subtitle exactly so that te same information is given as text and through audio.

Image 1: Voiceover asset not assigned

  1. Subtitle text. This should match the voiceover audio.
  2. Audio file which is assigned to play automatically when step is shown.
  3. Clear assigned audio file.

Image 2: Voiceover asset assigned

  1. Subtitle text. This should match the voiceover audio.
  2. Audio file which is assigned to play automatically when step is shown.
  3. Clear assigned audio file.
  4. Play assigned audio file (shown only when a file has been assigned).

Specifications for voiceover files are defined under Audio.

18 / 72

Dized Tutorial Tool Guide

19 of 75

VARIABLE EDITOR - Overview 1/2

Variables are “containers” which allow Content Creators to store and manipulate values and use them in the tutorial Logic. This could for example be the amount of players, or which player starts the round.

Variables are indicated with the $ sign in front of them, for example $playersCount would be a variable used to store the amount of players. This format is also commonly used in programming.

There is a list of Variables hardcoded into Dized and Content Creators can freely create new Custom Variables to suit their needs.

19 / 72

Dized Tutorial Tool Guide

20 of 75

VARIABLE EDITOR - Overview 2/2

Each Variable can be set to have two different default values.

Variable Editor Layout:

  1. Default column contains the values the variables will have when the content in launched in the Dized app.
  2. Test Value column contains temporary values for testing purposes. These allow the Content Creator to simulate any situation in the tutorial for easier testing.
  3. Setting for which default values should be used when testing the content with the previewer (Default for left column, template for the test values in the right one).
  4. Buttons for copying the value to the other column.
  5. Reset both values to defaults.
  6. Save changes.
  7. Close editor and ignore changes since the last save.

NOTE: Remember to save changes before exiting the Variable Editor!

20 / 72

A

B

C

D

E

F

G

G

Dized Tutorial Tool Guide

21 of 75

VARIABLE EDITOR - Variable Types

Each Variable can only hold certain type of data. The available Variable types are:

NOTE: Variable types can only be changed for Custom Variables. This is done by clicking the Variable Type text.

21 / 72

TYPE

DESCRIPTION

STRING

Can be combination of numbers and characters. Cannot be used for arithmetic Actions and cannot be translated to other languages.

NUMBER

Can be any number, f.ex. 100, 4, -5 or 2.483. Numbers can be used in arithmetic Actions.

ASSET

A Variable that contains an ID of a certain file available in the File Manager.

BOOLEAN

A Variable which can only be one of two states: True or False.

TEXT

Can be combination of numbers and characters and can be translated to different languages.

Dized Tutorial Tool Guide

22 of 75

VARIABLE EDITOR - Custom Variables

Content creators can create any number of custom variables for their disposal.

  1. Variable name, type and description
  2. Add new Custom Variable.
  3. Delete Custom Variable

TIP: Write good descriptions for each Custom Variable so it’s easy to remember what purpose they are used for.

22 / 72

A

C

B

Dized Tutorial Tool Guide

23 of 75

LOGIC EDITOR - Overview 1/2

Logic Editor is accessed by double clicking a logic step. Logic steps allow the usage of Actions and Conditions and are not seen by the user.

Each Action is one task, like change the value stored in a variable or go to a step. Conditions simply allow actions to be run depending if the conditions are True (or False).

Conditions and Actions are run from top to bottom. With certain actions it’s possible to cancel the rest of the logic from being run.

23 / 72

Dized Tutorial Tool Guide

24 of 75

LOGIC EDITOR - Overview 2/2

24 / 72

IF these are true...

...THEN do these...

...ELSE, do that.

How to read this logic example?

IF the value stored in variable $turn EQUALS the value stored in variable $playersCount

AND, IF the value stored in variable $scoring EQUALS the value "True"

THEN increase the value of $round by 1�AND, set the next step to be "Step 3-B"

ELSE flip the value of $scoring between True and False

Dized Tutorial Tool Guide

25 of 75

LOGIC EDITOR - Structure

Structure of the Logic Editor:

  1. Logic Step Name
  2. Logic Group
  3. Condition Group
  4. Actions ran if above Condition(s) are True
  5. Actions ran if above Condition(s) are False
  6. Sub-Conditions & Actions
  7. Add new Logic Group below
  8. Remove Logic Group below
  9. Save Changes
  10. Close Logic Editor

25 / 72

A

J

I

C

D

E

F

B

B

H

G

Dized Tutorial Tool Guide

26 of 75

LOGIC EDITOR - Actions

Each Action is one task, like change the value stored in a variable or go to a step.

  1. Add a new Action
  2. Delete Action
  3. Move Action (to reorganize the order of Actions)

26 / 72

Arithmetic Actions: (Only for number Variables)

IncrementVariable

Increase the value of a Variable by defined amount.

DecrementVariable

Decrease the value of a Variable by defined amount.

MultiplyVariable

Multiply the value in a Variable by defined amount.

DivideVariable

Divide the value in a Variable by defined amount rounded to nearest whole number.

A

B

Flow Control Actions:

SetNextBlock

Set a new value for $NextBlock. This is a shortcut for SetVariable $NextBlock, which does the same thing.�Note: It’s important to make sure that the flow always continues from the Logic Step. Otherwise it’s the end of the Tutorial.

GoToNext

Cancel the rest of the logic and go to $NextBlock immediately.�NOTE: This action is automatically run at the end of the Logic Step unless the logic has been cancelled by another action first.

GoToBlock

Cancel the rest of the logic and go to the specified block immediately.

Variable Actions:

SetVariable

Set a value into a variable. Note that input options depends on variable type - for example it’s not possible to write text into a number Variable.

CopyVariable

Copy the value of a Variable to another Variable.

SetRandomNumber

Randomize a whole number into a variable with minimum and maximum values defined.

Toggle Variable

Switch the value of a boolean variable (True / False)

C

Dized Tutorial Tool Guide

27 of 75

LOGIC EDITOR - Conditions

Conditions simply allow actions to be run only if the conditions are True (or False).

  1. Condition Group
  2. Condition Modifier
    • AND = ALL conditions need to be True
    • OR = ONE of the conditions need to be True
  3. Comparison Operator (see Operators)
  4. Value Type Selector
    • $VAR = Right field contains the name of the variable which contains the compared value
    • VAL = Right field value is presented in the field
  5. Add New Condition or Condition Group
    • Condition Groups can also exist within Condition Groups.
  6. Delete All Conditions
  7. Delete Single Condition
  8. Actions ran if above Condition(s) are True
  9. Actions ran if above Condition(s) are False
  10. Further Conditions/Actions if previous Conditions are True
  11. Further Conditions/Actions if previous Conditions are False
  12. Move Logic Group (to reorganize the order of Logic Groups)

27 / 72

A

B

C

D

G

E

F

H

I

J

K

L

Dized Tutorial Tool Guide

28 of 75

LOGIC EDITOR - Operators

In conditions the left side of the condition is compared to the right side. The outcome will either be True or False based on the Operator used.

Available Operators for Variables and values that are numbers:

NOTE: For other Variable types the only available Operators are EQ and NE.

28 / 72

OPERATOR

DESCRIPTION

EQ

=

Equal

To be True, both sides of the operator have to be the same.

NE

Not Equal

To be True, both sides of the operator have to be different.

LT

<

Less Than

To be true, left side of the operator has to be less than the right side.

LTE

Less Than�or Equal

To be true, left side of the operator has to be less than or equal to the right side.

GT

>

Greater Than

To be true, left side of the operator has to be greater than the right side.

GTE

Greater Than or Equal

To be true, left side of the operator has to be greater than or equal to the right side.

Dized Tutorial Tool Guide

29 of 75

LOGIC EDITOR - Examples

Condition Example:

IF $turn EQUALS $playerCount, OR

IF $scoring EQUALS True�Then increase the value of $round by 1�Otherwise (Else) don’t do anything.

Logic Editor is accessed by double clicking a logic step. Logic steps allow the usage of Actions and Conditions and are not seen by the user.

Each Action is one task, like change the value stored in a variable or go to a step. Conditions simply allow selected actions to be run only if certain conditions are true (or false).

Action Example:

Increase the value of variable $round by 1

29 / 72

Dized Tutorial Tool Guide

30 of 75

CONTENT EDITOR - Overview

Content Editor is accessed by double clicking a content step. Content steps are seen by players.

In general a Content Steps should:

  • Explain one thing to players,
  • Ask to perform one task,
  • Ask for certain information.

Editor Elements

  1. Current Step Name
  2. Exit Step button
  3. Save Step button
  4. Object Library
  5. Object controls
  6. Camera Settings
  7. Preview button
  8. Viewpoint shortcut & switch (Perspective / Isometric view)
  9. Inspector (On/Off button)
  10. Pan & Focus Camera buttons
  11. Timeline Editor (for Animations)
  12. WYSIWYG View (What You See Is What You Get)

30 / 72

D

H

I

C

B

K

G

F

E

A

J

L

Dized Tutorial Tool Guide

31 of 75

CONTENT EDITOR - Saving Content & Exiting Editor

Saving in the Content Editor

  1. Content is not saved until Save is clicked. It takes a few seconds to save the step after which the step is immediately reloaded to confirm the save was successful. This means camera angle returns to “Tutorial” view, and any selected objects are deselected.��If Content Editor is closed without saving, no changes will be saved.

Exiting the Content Editor

  • Content Editor is exited by choosing CLOSE .
  • If there are any unsaved changes, a dialog reminds of the unsaved content. In order to keep editing or to save first, choose� STAY IN EDITOR (or click the X).
  • To exit without saving choose QUIT .��On rare occasions it’s possible to get the dialog box even if a save was successfully performed. In this case you can just choose QUIT .

31 / 72

D

C

B

A

C

Dized Tutorial Tool Guide

32 of 75

CONTENT EDITOR - Library (Prefabs)

Library contains all the visual elements you can use in the content. Prefab means a prefabricated object, which are set up in the Object Editor.

  1. Open/Close Library bar
  2. Available Objects in alphabetical order in the scrollable column. Hovering and Object shows its name. Object can be added to the scene by dragging & dropping.

32 / 72

A

B

DEVELOPMENT NOTE:

Currently all objects are listed in one long list, but in future it will be possible to list items based on their set categories

Dized Tutorial Tool Guide

33 of 75

CONTENT EDITOR - Cameras

  • Camera Angle Quick Selector
  • Save Custom Angle
  • Save Tutorial Angle (Setting this changes the content�to be viewed from the current camera location).
  • Preview button for playing the animation in the editor
  • Pan Camera (Q) allows moving the camera around.�This option is not fully needed as same options are available as follows:

  • Move Camera horizontally and vertically: Hold MWhl + Move Mouse
  • Move Camera forwards/backwards: Mouse Wheel Scroll In/Out
  • Rotate Camera: Hold ALT + Hold LMB + Move Mouse

  • Focus Camera to selected object. This makes selected object the center of the camera view point. Camera can then be rotated around this point.
  • Viewpoint shortcut. Selecting a cone switches the camera to a straight angle from�the selected axis (X, Y, Z)
  • Selecting Persp or the cube in the middle switches between perspective�and isometric views.

33 / 72

A

B

C

D

E

F

H

G

+

Alt

+

+

Dized Tutorial Tool Guide

34 of 75

CONTENT EDITOR - Objects - Overview & Controls

OBJECT MANIPULATION TOOLS:

  1. Move (W)
  2. Rotate (E)
  3. Resize (R)
  4. Reset Rotation and Size
  5. Bring to “table level”. (Snaps to Object’s bounding box’ lowest corner)
  6. Bounding Box Snap (Hold V)
  7. Select Object: Hover Object + Left Mouse Button
    • When selected, an Object has a Bounding Box (indicated by green highlighted corners) and an Anchor Point (point where the arrows meet). Object rotates around its Anchor Point.
  8. Select Multiple Objects:
    • Draw a box around them, or
    • Select individually by holding down the Shift key while selecting with Left Mouse Button.
  9. Deselect Object(s): Left Mouse Button at empty space

34 / 72

A

B

C

D

E

F

G

H

I

DEVELOPMENT NOTE:

Undo function has not yet been implemented so pay attention when editing!

Dized Tutorial Tool Guide

35 of 75

CONTENT EDITOR - Objects - Grid & Aligning

Content editor has a pre-existing grid with 2cm steps. The grid goes to all three dimensions but is visible on only 2 dimensions at the “table level”, the level where the Object shadows are also visible.

  • Snap to grid (Left Shift + S)
    • Snap Selected Object’s Anchor Point to closest grid point in the pre-existing grid.�
  • Snap to grid (Hold Left Shift)
    • While Moving: Moves Object in with 2cm steps. To move Object in the pre-existing grid first snap to grid (Shift+S), and then move by holding down Left Shift.
    • While Resizing: Snap to increments when Resizing.
    • While Rotating: No effect. Rotation is done by 15° increments anyway. �
  • Snap to Bounding Box (Hold V)
    1. Select an Object.
    2. Hold down V and hover over one corner of the object’s bounding box (indicated by green corners). Corners should be indicated by a grey box.
    3. Click and hold left mouse button on the selected corner and move Object next to another Object. Selected Object will now try to snap to the bounding box of the nearby Object(s).�

35 / 72

A

B

C

Left Shift

S

+

Left Shift

Dized Tutorial Tool Guide

36 of 75

CONTENT EDITOR - Objects - Adding & Deleting

Adding an Object into a Content Step creates a clone of the original Object shown in the Library. This means that modifying an individual Object in the Content Step Editor does not affect the other Objects that are created from the same original.

There is no limit of how many Objects you can have in one Content Step.

  • Add Objects by dragging them from the library to the content area.�
  • Delete an Object by selecting it first and then clicking delete on keyboard. You can also delete multiple objects at the same time.��Pay attention when deleting as there is no undo yet! If you delete something important but have a saved version, exit the Content Editor without saving and come back.

36 / 72

A

B

Drag

+

Delete

A

Dized Tutorial Tool Guide

37 of 75

CONTENT EDITOR - Objects - Moving

Once selected, Object(s) can be moved with the MOVE tool (W). You can only move the object in up to two dimensions at a time (since mouse only allows 2D movement).

  1. Moving Object in one dimension: Grab the Object by one of the three dimensional arrows, and move.�
  2. Moving Object in two dimensions: Grab the Object by one of the three squares, and move.

See also: Grid & Aligning

37 / 72

A

B

Dized Tutorial Tool Guide

38 of 75

CONTENT EDITOR - Objects - Rotating

Once selected, Object(s) can be rotated with the ROTATE tool (E). You can rotate objects in one or more dimensions at a time.

  • Rotating Object in one dimension: Grab the Object by one of the three axis lines and rotate it by moving the mouse. This rotates the Object in 15° steps.�
  • Rotate Object in two dimensions: Grab the Object by the outer circle and rotate it by moving the mouse. This rotates the Object in 15° steps.�
  • Rotate Object freely: Grab the Object somewhere in the inner circle and rotate it by moving the mouse. This rotates the Object without steps.

38 / 72

B

C

A

Dized Tutorial Tool Guide

39 of 75

CONTENT EDITOR - Objects - Resizing

Once selected, Object(s) can be resized with the RESIZE tool (R). You can resize objects in one or three dimensions at a time.

  • Resizing Object in one dimension: Grab the Object by one of the three axis lines and resize it by moving the mouse.

  • Resizing Object in three dimensions: Grab the Object by the centre square and resize it by moving the mouse.

TIP: You can hold Ctrl for resizing in steps.

39 / 72

A

B

Dized Tutorial Tool Guide

40 of 75

CONTENT EDITOR - Objects - Leveling & Fine Adjustments

Proper Object alignment adds production quality to the content.

  1. Bring selected Objects to “table level”.�
  2. For fine adjustments take advantage of the different camera angles. Changing the camera from Perspective to Isometric view can really help with certain adjustments, like stacking Objects (see example below).

40 / 72

A

B

Example of aligning tiles in an isometric sideways view

Dized Tutorial Tool Guide

41 of 75

CONTENT EDITOR - Animations - Timeline Overview

Timeline allows the timing of animations and other actions.

  1. Open / Close Timeline Bar
  2. Time in seconds
  3. Playhead
  4. Timeline Zoom In/Out
  5. Animation looping Options�
  6. Set Animation Start Position
  7. Set Animation End Position
  8. Animation Segments
  9. Non-animated time segment
  10. Animation movement indicators by segment
  11. Animation Looping Options Menu
  12. Selected Animation Segment with animation start and end point time adjustment indicators

41 / 72

Timeline example of an animated object

A

Example of an empty timeline (no object with animations selected)

B

I

J

K

G

E

C

D

F

H

Dized Tutorial Tool Guide

42 of 75

CONTENT EDITOR - Animations - Adding Segments

New animation segments can be added by a couple of different methods:

METHOD I

  1. Select the object you want to add a new segment to.
  2. Place the object to the desired starting position with location, rotation and size.
  3. Click Set Animation Start Position.
  4. Place Object to the desired end position with adjusted location, rotation and size. Deselecting the Object at this point cancels the animating action.
  5. Click Set Animation End Position.

This creates a one second long animation where the Object(s) moves in linear from the set start to the set end position.

METHOD II

  1. Select one Object you want to a new segment to.
  2. RMB an existing animation segment to open up the�Animation Segment Menu (you may need to click a couple of times).
  3. Choose Add Before or Add After.

This creates a one second long animation segment into the timeline before or after the selected segment. Note that for this segment the start and end positions are the same so no animation happens during it until the change the start or end point.

42 / 72

Timeline example of an animated object

B

3.

5.

C

1.

A

Animation Segment Menu

2.

4.

Dized Tutorial Tool Guide

43 of 75

CONTENT EDITOR - Animations - Group Animations

Dized doesn’t yet support Object Groups and Group Animations.

However, you can add an animation segment to multiple objects at the same time as follows:�

  1. Select all Objects to be animated.
  2. Click Set Animation Start Position.
  3. Place the Objects to the desired end position with adjusted location, rotation and size. Deselecting the Objects at this point cancels the animating action.
  4. Click Set Animation End Position.

This creates a one second long animation for each Object, where the Object moves in linear from the set start to the set end position.

Note that the Animation Segment is created at the end of each Objects individual timeline. For synchronized animations the segments have to be individually adjusted on each Object’s timeline (unless all animated objects had the same end time for their last animation segment).

43 / 72

1.

2.

4.

Dized Tutorial Tool Guide

44 of 75

CONTENT EDITOR - Animations - Testing Animations

  1. Animations can be tested in the Content Editor by clicking the Play Button, which playes the animation from beginning. Note that the Timeline Editor has to be open for the Play Button to work.�
  2. You can also test the animations by moving the playhead on the timeline. Playhead can be moved by clicking somewhere on the seconds indicator on the timeline, and while holding the left mouse button down, move the playhead left or right.

Content Editor does not currently play audio with the animation. This makes timing animations with voiceover more difficult. It should be noted that if the content is ever translated into other languages, it might be better to avoid synced animations.

Animations can also be tested in the Previewer, where audio is also included.

44 / 72

A

B

Dized Tutorial Tool Guide

45 of 75

CONTENT EDITOR - Animations - Editing Segments

TIMING SEGMENTS

Adjust Segment Position:

  1. Grab Segment by clicking and holding down LMB� on top of it, and then drag left or right.
  2. Let go when the segment is in the desired position.

Re-time Segment:

  • Select a segment, this makes the segment indicators to appear.
  • With LMB click and hold either the start or end indicator, and drag it left or right.
  • Let go LMB the indicator is in the desired position.

Notes

  • Animations snap to 0.1 seconds intervals.
  • The order of animations segments cannot be changed.
  • Animation cannot be moved “into” another animation segment.

CHANGING START/END POSITIONS

  1. Click an animation segment with RMB (might require a couple of clicks) and select Change Start or Change End.
  2. Place Object to the desired new position with adjusted location, rotation and size. Deselecting the Object at this point cancels the animating action.
  3. Click Set Animation End Position.

NOTE:

Animation Segments in Dized share the start and end positions with the neighboring Segments. For example, when an end position of a Segment is adjusted, it also changes the start position of the following segment automatically.

45 / 72

3.

2.

Animation Segment Menu

A

D

C

B

E

1.

Dized Tutorial Tool Guide

46 of 75

CONTENT EDITOR - Animations - Deleting Segments

  1. Click an animation segment with RMB (might require a couple of clicks) to bring up the Animation Segment Menu.
  2. Select Delete Segment.
  3. Confirm Delete Action.

When an animation segment is deleted between two other animation segments, the start position of the deleted segment will become the start position of the following segment:

  • When this segment is deleted,
  • the end position of this segment…
  • ...will become the start position of this segment.

46 / 72

B

Animation Segment Menu

C

A

E

D

F

Dized Tutorial Tool Guide

47 of 75

CONTENT EDITOR - Animations - Looping

To be added

47 / 72

Dized Tutorial Tool Guide

48 of 75

CONTENT EDITOR - Inspector

Inspector allows the adjustments of an Object’s attributes. The available attributes depend on the type of Object. These are the same attributes that are available in the Object Editor. Apart from Click Action, these attributes rarely need to be changed.

Editing the attributes in the Content Editor Inspector only affects the selected Object. (See Object Editor for mass editing).

  1. Open / Close Inspector
  2. Object name and ID
  3. Object Attributes.�(these vary depending on the type of selected Object)
  4. Logic Editor for Click Action.
  5. UNDO buttons for changes made in the inspector.

Adding Logic to an Object through the Logic Editor makes the Object behave as a button. Every time the player taps the Object, the Logic is ran.

48 / 72

A

B

C

D

E

Dized Tutorial Tool Guide

49 of 75

CONTENT EDITOR - Inspector - Click Actions

To be added

49 / 72

Dized Tutorial Tool Guide

50 of 75

CONTENT EDITOR - Inspector - Trigger Points

To be added

50 / 72

Dized Tutorial Tool Guide

51 of 75

OBJECT EDITOR - Overview 1/2

Visual elements used in the Content Steps are called Objects, and are created and managed in the Object Editor. These can be game components or other visual elements used in the content.

NOTE: The editor is also known as SOExplorer (Smart Object Explorer). All Objects used in Dized content can involve the usage of logic, which is why they’re considered to be “smart”.

Open up the Object Editor by clicking SOEXPLORER available in top right corner in the Flow Editor.

Overview:

  1. Create New Object
  2. Object Library (Global library not yet available)
  3. Go up one Category
  4. Current category
  5. Categories
  6. Objects in the Category
  7. Close Object Editor

Typing in the Object Editor will filter

out Categories and Objects.

51 / 72

G

A

B

C

D

E

F

Dized Tutorial Tool Guide

52 of 75

OBJECT EDITOR - Overview 2/2

An Object created in the Object Editor is a source, sort of a blueprint for that specific Object. Whenever an Object is added into a Content Step, a clone of that Object is created.

This means that the cloned Object can be individually edited in a Content Step without those edits affecting all similar Objects across the content. Similarly, when the source is edited in Object Editor, those changes don’t automatically affect the already created clones. However, there is a way to update the clones using the Update action.

The Library in the Content Editor lists all the source Object, and every time and Object is dragged from it into the scene, a clone is created. A source itself Object cannot be used in the content.

52 / 72

OBJECT EDITOR

Source Objects

CONTENT EDITOR

Cloned Objects

Dized Tutorial Tool Guide

53 of 75

OBJECT EDITOR - Creating New Objects

You can create Objects either by creating a new Object, or by duplicating an existing one.

Each cloned Object has its own unique Object ID. Cloned Objects that share an ID can be used in multiple Steps, and this ID is used when certain information is synced between those Steps. Note that a Content Step cannot have multiple Objects with the same Object ID.

Create New Object

  1. Click Create New Object
  2. Select Object Type (read more here)
  3. Set Object Attributes (these can be updated later)
  4. Click SAVE to save the Object.

Duplicate Existing Object

  • In the Object Editor, click the three dot button of any existing Object.
  • Select Copy.
  • Set Basic attributes for the Object and click:
    1. COPY & EDIT to duplicate the Object and edit the Objects attributes, or
    2. COPY to duplicate the Object and return to Object Editor.

53 / 72

A

B

C

D

E

F

F

a.

b.

Dized Tutorial Tool Guide

54 of 75

OBJECT EDITOR - Object Types

List of Object Types available in Dized Tools:

Each Object Type has their specific Attributes. Once an Object has been created it’s not possible to change the Type, so make sure you select the right one.

GAME COMPONENTS

  • CARDS & DECKS (all have rounded corners)
    • US Mini 41.1 x 64.0 mm
    • Small US Standard 56.0 x 87.0 mm
    • Poker Card 63.5 x 88.9 mm
    • Euro Standard 59.0 x 92.0 mm
    • Euro Mini 44.0 x 67.0 mm
    • Tarot 70.0 x 120.0 mm
    • Square 70.0 x 70.0 mm�
  • DICE
    • D4, D6, D8, D10, D12, and D20�
  • GENERAL
    • Cube
    • Cylinder & Cylinder Octagonal
    • Meeple
    • Round Token
    • Tile & Tile Rounded

  • CUSTOM
    • Custom Object (any 3D model .obj file)

OTHER

  • UI ELEMENTS
    • Highlight Dotted Circle and Square
    • Picture�
  • CAMERA ALIGNED OBJECTS
    • Object
    • Button and Toggle Button
    • Text

54 / 72

Dized Tutorial Tool Guide

55 of 75

OBJECT EDITOR - Object Attributes

Each Object Type has only a specific selection of Attributes available.

  1. Object Name
    • It’s recommended to use descriptive names. Also note that Objects are listed in the Content Editor Library in alphabetical order.
  2. Object Categories
    • One Object can be listed under several Categories. Putting and Object into a new Category creates the Category. Similarly when the last Object of a Category is taken off from the Category, the Category disappears.
  3. Dimensions in millimeters (Width, Length, Height)
    • For reference, one inch is 25 millimeters (25.4 to be exact).
  4. Source File (for Custom Object)
    • Currently only Custom Object requires a source file. The source files are included with the Object Type.
  5. Textures
    • Depending on the Object Type the texture can be a freeform texture (cards) or a mapped texture (dice, custom object). There can also be multiple textures needed, like the front and back side of a card.
  6. Mesh Option (Decks, & Stacks)
    • Some Object Types have a few different mesh options available.
  7. Material Color
    • Color of the Object. If the Object also has a texture, then the color will be added on top of it as a tint.

H. Material Option

    • Material refers to the Object’s surface as follows:
      • Wood = Matte
      • Plastic = Gloss
      • Metal = Dark Gloss
      • Transparent = Transparecy setting with Material Color. This option is only available for Custom Objects.

I. Click Logic

    • Click Logic is the Action, or Actions, ran when the Object is tapped (clicked) by the player. This allows using any Object as a button and is why they are also called Smart Objects.

The Object Preview ( SHOW PREVIEW ) is not yet available. Objects can be viewed and tested in the Content Editor.

TIP 1: After creating an Object but unsure about the Attributes its possible to go to the Content Editor and tweak and test the Attributes using the Inspector. Once the desired values have been found, those can be input into the source Object in the Object Editor.

TIP 2: Objects can always be updated later, so content can be built using temporary textures as well.

NOTE: For smoother operation Dized Content Creation Tools downscale graphics to a height of a maximum of 512 pixels. This makes some big textures look blurry in the tool, but they will look proper in the Review Tool and in the Dized App.

55 / 72

Dized Tutorial Tool Guide

56 of 75

OBJECT EDITOR - Custom Objects

Custom Objects allow the usage of a custom 3D model. These Objects can be created using any 3D modeling tool, such as Blender.

Custom Objects can also use UV texture maps. For example, next to this text is an example of a D6 Texture Map.

UV mapping is the 3D modeling process of projecting a 2D image to a 3D model's surface for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space... (Wikipedia)

Things to take into account when creating a 3D model for Dized:�

  • Object Dimensions
  • Object size should match the other components used, making content look consistent and easier to edit.
  • Object Polygon Amount
    • Current limit is 10,000 polygons per Object. The less polygons the smoother the content will run on older devices too.
  • Object Rotation
    • Well rotated Objects are faster to get into the desired position in the Content Editor.
  • Object Anchor Point
    • Object rotates around its Anchor Point so a well placed Anchor Point makes manipulating the Object easier.

56 / 72

A Custom Object with no Texture,�just Material Color set. (Carcassonne)

A Custom Object with Texture, but no Material Color. (Fidget Factory)

Texture Map image for the D6 die Object available in Dized Content Creation Tools.

Dized Tutorial Tool Guide

57 of 75

OBJECT EDITOR - Editing and Updating

Source Objects can be edited in the Object Editor as follows:

  1. Click the three dots on any Object, and
  2. Select Edit.

Editing a source Object in Object Editor does not automatically update the already created clones used in the content.

To Update clones to match the source Object:

  • Click the three dots on any Object,
  • Select Update (Option not available if no clones exist),
  • Select which Attributes should be Updated,
  • Select NEXT ,
  • Select in which Steps these Attributes should be updated to. The Attributes will be updated to all clones of the source Object in selected Steps, and
  • Select UPDATE .
  • Depending on the amount of Steps and Objects, the update process might take a little while. An indicator of the

process is shown.

57 / 72

A

B

C

D

E

F

H

G

I

Dized Tutorial Tool Guide

58 of 75

OBJECT EDITOR - Deleting

Source Objects can be deleted only if they don’t have clone Objects used in any Content Steps. If they do, then instead of Delete the option states Update in the menu.�

  • Click the three dots on any Object, and
  • Select Delete.
  • Select DELETE to confirm.

58 / 72

A

B

C

Dized Tutorial Tool Guide

59 of 75

FILE MANAGER - Overview

The File Manager is also known as Asset Explorer. This is the cloud based drive where all the files used in Dized content are uploaded to and stored in. This is a typical file manager with folders and different files with filetypes.

  1. Go up a folder
  2. Choose files from computer to upload.
  3. Create a new folder under the current folder.
  4. Delete the selected file/folder.
  5. Filetype filter menu
  6. Files and Folders View (alpabetical)
  7. File info view

  • Files can also be uploaded to the current folder by dragging them onto the Files and Folders View.
  • Files and folders can be renamed by double clicking on the name.
  • Typing text in the asset manager will filter the view to match the typed search term.

NOTE: File size maximum is 10MB.

59 / 72

E

A

B

C

D

F

G

Dized Tutorial Tool Guide

60 of 75

FILE MANAGER - Handling Files

It’s worthwhile creating an easy to understand folder structure and file naming system for the organization. This way it’s easier for potentially multiple content creators to understand the structure.

For example, under the top level could be:

  • Each game title and maybe organization’s general materials,
  • Under each game folder could be each different Dized content created for that game title
  • Under each content folder could be specific asset folders and so on.

Creating descriptive and consistent file names is also a worthwhile effort.

NOTE: Each file has its own unique ID and Dized recognizes files based on this ID. For example: if a file is used in content as a texture, and the filename or file’s folder is changed, the link to that file still remains. Files can be updated by uploading a file with the same exact name into the same folder. Dized will confirm if the existing file should be replaced. This action replaces the existing file while keeping the original ID. For a new ID just upload a file with a different name, or delete the existing file first.

60 / 72

Top level (root)

Game Title 1

General Assets

Background Images

Logos

Tutorial

Rules

Audio

Graphics

3D models

Music

Voiceover

In this example, music files used in Game Title 1 would be found under:

Root / Game Title 1 / Tutorial / Audio / Music /

Dized Tutorial Tool Guide

61 of 75

AUDIO - Overview

Audio plays an important part of any Dized content. It benefits both in setting the right tone and helping players to learn.

All audio can be uploaded and used at their normal “full” levels. Dized app automatically sets volumes to default levels, and players can change them during the content.

Default audio levels in the Dized app:

  • Music: 20%
  • SFX: 50%
  • Voiceover: 100%

IMPORTANT: AS WITH ANY ASSET INVOLVING COPYRIGHTS, THE PUBLISHING ORGANIZATION MUST HAVE THE APPROPRIATE RIGHTS FOR ANY AUDIO USED IN CONTENT IN DIZED.

61 / 72

Default volume levels of Dized content.

Dized Tutorial Tool Guide

62 of 75

AUDIO - Voiceover 1/3 - Overview

Voiceover is implemented into the content as individual files. Each Content Step can be assigned with one voiceover file which will be played once as soon as the Content Step is accessed.

It’s recommended to use text-to-speech voiceovers during the creation phase, and only record acted voiceovers once the content has been tested enough.

It’s recommended to name the files to match the step names. For Example a step could be named “Setup05 Shuffle the red cards” and the accompanying voiceover file could be named Setup05.mp3

General guideline for voiceover files:

Filetype: MP3

Bitrate: ~128kbps

Sampling Frequency: 44100KHz

Channels: Mono

= Voiceover asset has been set

62 / 72

BEGIN SILENCE

about 150-200ms

VOICEOVER LOUDNESS

PEAK: max -3 dBFS

RMS: between -18 and -16 dBFS

END SILENCE

about 150-200ms

Dized Tutorial Tool Guide

63 of 75

AUDIO - Voiceover 2/3 - Voiceover Guidelines

  • Use the best possible equipment available (microphone, preamp, acoustically treated room, microphone reflection filters, etc.)
  • Recording space needs to be quiet from outside noise.
  • Use a studio environment or acoustically treated room to minimize room echo. (Any soft material on walls and floors is better than nothing).
  • Set recording level so that the audio doesn’t clip and monitor that constantly during recording (meaning that the audio level never exceeds 0dBFS).
  • Record the text exactly as written in the document (unless there are grammatical errors, or something you feel could be improved, then feel free to do so, but remember to mark the changes into the content document and notify the translator).
  • Match the selected style throughout the recordings.
  • Make the voice actor comfortable, remember to have regular pauses and to drink water occasionally (dry mouth emphasizes nasty mouth click sounds).
  • It is recommended to record several takes of a line (especially in the beginning of the recording) and select the best take for the Deliverable.
  • If in doubt which delivery style would work best for a certain line, feel free to put two versions into the file, but please remember the notify the Client (comment in the content document)

63 / 72

Dized Tutorial Tool Guide

64 of 75

AUDIO - Voiceover 3/3 - Examples

  1. Good quality (link to example)
    • Reference this also for the preferred loudness and the spacing between individual lines in the Deliverable.
  2. Too much noise in the background (link to example)
    • Note that irregular sounds like clicks and especially speech/shouts etc. are worse than constant hum such as air conditioning noise.
    • Check that the voice over talent doesn’t make additional sounds him/herself.
  3. Room echo in an empty room (link to example)
    • Try a more damped room.
  4. Room echo in a typical room (link to example)
    • Much better, but seek to improve even more by lowering input volume and speaking closer to the mic, and/or setting up acoustic panels or any soft material available on reflecting hard flat surfaces around the recording situation.
  5. Too loud input level (link to example)
    • Lower the volume of the microphone input.
    • Note that lowering the volume of audio after the recording doesn’t remedy the distorted clipping sound (going over 0 dbFS), so be sure to monitor the level during recording.

64 / 72

Dized Tutorial Tool Guide

65 of 75

AUDIO - Music & SFX

MUSIC

The amount and length of music available in a Dized content depends on how long it takes players to finish the content. A good rule of thumb is that songs playing in the background shouldn’t be repeated more than 2-3 times during the content, or it has a risk of becoming repetitive and potentially even annoying.

So for example if a Dized content is estimated to last about 30 minutes, about 15 minutes worth of music, or more, would be ideal.

Music is set by setting the $music variable to an audio file. Once set the audio is played repeatedly, until the value is changed or removed.

It’s recommended that any music used in Dized is leveled (or normalized) so that volume levels between songs are similar. Songs should be uploaded with their normal full volume. Dized plays background music at 20% volume by default, and users can change this value in the app.

For a convenient way to get Music for Dized content see ALIBI Music Library.

SFX (Sound Effects)

Currently Dized doesn’t support the usage of sound effects.

This feature is estimated to become available in November 2020.

65 / 72

Dized Tutorial Tool Guide

66 of 75

AUDIO - Audio Resource

There are many services online that sell music. Dized content creators are free to use any music in their contents taken, that they hold the appropriate rights to do so.

ALIBI MUSIC LIBRARY

Dized has a blanket licence for audio usage from Alibi Music Library. Dized content creators may use any music and sound effects available on this site, but ONLY for the usage with content within the Dized app. This means that using audio from Alibi for example in a YouTube trailer video for the game is not covered by the Dized license.

Content Creators must report any and all audio used from Alibi to Dized. This information includes:

  • DIZED Game Name
  • DIZED Content Type (Tutorial / Other)
  • Published on DIZED Date
  • ALIBI Content Type (Song / SFX)
  • ALIBI Media Name
  • ALIBI Media URL

66 / 72

Any audio usage from Alibi must be reported to Dized.

Dized Tutorial Tool Guide

67 of 75

TESTING & PUBLISHING - Previewer & Review Tool

PREVIEWER

Previewer is a quick way to simulate how the content will look like in the Dized app. It’s available in the Flow Editor and starts the content from the selected Step, or default first Step if one has been set.

The previewer loads the content live, so textures and sounds might take a while to appear. In the Review Tool and the Dized app and the content is built up front for a smoother user experience.

REVIEW TOOL

The Review Tool is similar to Previewer but instead of livestreaming the content from a custom point it’s meant for testing the full content in a web browser.

The Review tool is currently under development and is estimated to be available in September 2020.

67 / 72

Previewer is available in the Flow Editor.

Dized Tutorial Tool Guide

68 of 75

TESTING & PUBLISHING - Publishing & Dized Review

Before any content is published, Dized performs a review for it. The goal of the review is to:

  • Make sure the content is high quality and done well,
  • Make sure the content is suitable for publishing in the Dized app, as the app is used by kids and families.
  • Make sure the publisher has necessary rights for publishing the content, and
  • Discover any potential issues that could harm the user experience.

Dized Review takes up to 48 hours and if no issues are found, the content is immediately published into Dized, unless a separate publishing schedule is agreed with the Publisher.

If issues are found in the Dized review, the Publisher is asked to fix them before the content is made available in the Dized app.

NOTE: Dized review does not include testing the content itself, like evaluating if a tutorial uses a good method to teach a game.

68 / 72

Dized performs a review for all content before it’s published.

Dized Tutorial Tool Guide

69 of 75

SETTINGS - Overview

Content settings are available from the Flow Editor. Content presence and pricing on Dized is set on this page.

  1. Content Name
  2. Content Language�(Localization features estimated to be available in Q1/20201)
  3. In-app purchase Price�(see Pricing for more information)
  4. Content Description
  5. Content Type�(Other Types than Tutorial become available in September 2020)

CONTENT DESCRIPTION

A good content description can really make a difference when a player is determining whether to purchase the content. Make sure it’s a good one!

69 / 72

Content Settings

Content View on Dized

A

B

C

D

E

Dized Tutorial Tool Guide

70 of 75

SETTINGS - Pricing 1/2

Dized business model is based on the Content purchases. For each download Dized charges a Platform Fee to the publisher. Content can be published as:

  • SPONSORED DOWNLOADS
    • Publishers can make their content available for users for free by covering the Platform Fee themselves.
    • In Dized, players have to log into their Dized accounts first and then “purchase” the Content. The player is not charged anything but they now “own” the content. This way the publisher only covers one Platform Fee per unique player, even if the player deletes the content and downloads it again later on. They don’t need to purchase the content again as they already own it.
    • The publisher only has to pay Dized for the usage of the platform in the case they offer sponsored downloads.�
  • IN-APP PRICES
    • The Content Price refers to the in-app price of the content in the Dized app. This is the amount players have to pay to purchase the content. Once a player has purchased a content they can always download it again without an additional charge.
    • Publisher earnings are 0.30 EUR per price tier. The rest is used to:
      • Potential taxes have (these are local to the player)
      • App Store Commission
      • Dized Platform Fee

70

TIER

CUSTOMER�PRICE (EUR)

PUBLISHER SHARE (EUR)

0

FREE�(Sponsored)

-0.09�(Platform Fee)

1

1.09

0.30

2

2.29

0.60

3

3.49

0.90

4

4.49

1.20

5

5.49

1.50

6

6.99

1.80

7

7.99

2.10

8

8.99

2.40

9

9.99

2.70

10

10.99

3.00

Content Price chart for most European countries.

Dized Tutorial Tool Guide

71 of 75

SETTINGS - Pricing 2/2

PRICING CONTENT

  • TUTORIALS
    • For tutorials the price usually reflects the game’s MSRP (Minimum Suggested Retail Price), as this is usually also a decent indicator of the complexity of the game. Tutorial could be around 5% of the game’s MSRP. So the tutorial for a 50 USD game could be sold at Tier 2 or Tier 3.�
  • ADD-ONS (Other Content)
    • Content price should reflect the usefulness of the content itself. In other words, determining how much value the content brings for the player is a good indicator.
    • For example: a simple scoretracker could be priced at Tier 1, while a full blown digital expansion providing hours of gameplay could be more towards Tier 10.�
  • RULES
    • Rules can be published and accessed without a charge.

71

Dized Tutorial Tool Guide

72 of 75

OTHER - Best Practices

  • First: learn the game inside out and make sure you play it enough.
  • SAVE OFTEN!
    • Note that the Dized Content Creation Tools are still in Beta and unexpected behaviour is possible.
  • Create the Rules first.
    • This will help you analyse the rules even further.
  • Create a working flow before you start animating the tutorial.
    • Animating is the biggest undertaking and you want to make sure you know exactly what will be needed before you get into it.
  • Share your ideas and consult others.
    • The Dized creator community is already working on the Dized tools and sharing ideas is an efficient way to get better results.
  • Keep it simple!
    • Teach only one thing at a time and focus to making the point easy to understand with text and visual elements that go together well.
  • Don't create autoplay sequences that are too long.
    • To avoid getting players glass eyed break the sequences up: ask players to do actions or answer a question about what has just been taught.
  • Limit the amount of game componentes shown to what’s actually available in the physical copy of the game.
    • This is to avoid confusion and players potentially thinking that their game is missing components. This also prevents accidentally showing situations that aren’t actually possible in the game.
  • Keep it tidy! Remember that it’s possible that someday someone needs to take over the content that you created.
    • If the files, folders, objects and categories are named well and steps names and content flow is easy to read, your work is appreciated even more!

72 / 72

Dized Tutorial Tool Guide

73 of 75

OTHER - Bugs

REPORTING BUGS

In order to fix bugs Dized needs to know about them first. You can help by reporting bugs and unexpected behaviour when you encounter them in the Dized Portal.

Fixing a bug typically requires the behaviour to be something that can be repeated by the developers, so a good description of what happened and where, and how it can be replicated helps a lot.

A link to a Bug Reporting Tool will be added to page in October 2020.

Dized Content Creation Tools are still in Beta, so bugs and unexpected behaviour is to be expected. Acknowledging this makes working with the tool a lot better experience.

Most actions done in the Dized Tools require communication with the Dized server. Sometimes due to big amount of data or just general lag there can be a delay before certain things happen. Patience is a virtue.

When encountering unexpected behaviour, it might be a good idea just to refresh the tool just by refreshing the server window. There has been a very few cases where the content creator was using the Content Editor and noticed some unexpected behaviour. They tried to save the content but that actually caused a corrupted save to happen for that specific Step. So, it might be better just to refresh without trying to save.

NOTE: It’s worthwhile to acknowledge that when using a beta version of a tool, there is always possibility to lose some work. Save often!

73 / 72

Dized Tutorial Tool Guide

74 of 75

OTHER - Computer Requirements

Dized Content Creation Tools don’t have hard limitations per se but as it’s a visual tool, a more powerful computer does give a better user experience when creating content.

It’s also good to note that the content created is stored in the cloud. This means there’s constant traffic between the Dized servers and the creator’s computer. A good internet connection helps in better experience too.

COMPUTER RECOMMENDATIONS

  • Operating System: 64-bit
  • Browser: Google Chrome
  • CPU: i7 gen7 or newer with 10k+ PassMark rating
  • GPU: For example 1070GTX or similar that supports�Google Chrome’s hardware acceleration
  • Memory: 16GB+
  • Internet: 100Mb+

74 / 72

Dized Tutorial Tool Guide

75 of 75

OTHER - Dized Creator Community

DISCORD

Dized has a creator community that shares tips, questions and bug reports on Discord at:

https://discord.gg/bq8t3wg

EVENTS

Dized will also have get-togethers for content creators at board gaming events, once they start again.

For more information, please connect with us at b2b@dized.com

75 / 72

Dized Tutorial Tool Guide