Curtiss Murphy

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Observing the Naval Observer Project: 

Observing the Naval Observer Project Curtiss Murphy Project Engineer BMH Associates Norfolk, VA murphy@bmh.com

Topics: 

Topics Why Are We Here? Overview of ONR Game How To Build A Game Issues and Limitations Summary

Slide3: 

Chapter 1 Why Are We Here?

Why am I here?: 

Why am I here? Concepts of Creating a Serious Game How is Game Building Different? Nuts and Bolts Discussion Talk Emphasis Small Projects Folks New to the Industry Practical Stuff Share Important Tips!

Why are You Here?: 

Why are You Here? Well, Games of Course But, why? Experiential Fidelity! Immersive Dynamic Interactive Engaging Immediate Feedback

Change This: 

Change This Bored Student Traditional Simulation

Into This!: 

Engaged Students Game Content Into This!

Slide8: 

Chapter 2 Overview of Fire Mission Alpha (ONR Game)

What is ONR Game?: 

What is ONR Game? Fire Mission Alpha = ONR Game Office of Naval Research Promote Science and Technology Yard Patrol Vessel Tours – Public Affairs Generate Scientific Interest in Youth Demonstrate Naval Technologies Goals Fully Functional Game Support 100’s of Visitors/Day - Short Low-Cost – 6 months, 2.5 developers Leverage Existing Technologies

Built On America’s Army (AA): 

Built On America’s Army (AA) America’s Army Army Recruiting Game - 4 Million Users Extremely Successful Serious Game Built on Unreal Tournament Partnership Office of Economic and Manpower Analysis (OEMA) First non-Army project to Use AA Benefits Base Engine – existing technology 1000s of Media Assets Tons of Script Examples

Demonstration: 

Demonstration

Slide12: 

Chapter 3 How to Build a Game

How To Build A Game: 

How To Build A Game Games are Much Like Other Apps Except Its 'An Art' Mostly Normal Phases Initiation andamp; Requirements Design Implementation Test With Some Twists Extra Technologies Let’s Discuss…

Initiation and Requirements: 

Initiation and Requirements Initiation Chose Technology First Technology Driven Design Limits Options and Focuses Requirements. Decide Target Audience != Everyone Player Age, Computer/Game Experience, Complexity Requirements Lack of = Failure Can Be Ambiguous (Fun, Short, Simple, …) Limit Scope!!! Smaller Scope Increases Success Stay Focused! Manage Expectations (i.e. Not a Blockbuster)

Example Requirements (Ordered by Ambiguity): 

Example Requirements (Ordered by Ambiguity)

Design: 

Design Get Into It – Think It Through Focus on Target Audience - Always! Game Sequences - Flow Chart andamp; Storyboard Draw It! Write It Down! User Interface Startup Screens Heads Up Display Game Menus (Before and During Play) Player Control Player Can Do - 'What'?, 'When'?, 'How'? It’s Fun, Right? 'Would You Have Fun Playing It?' Games are Fun – Designing is Too Balance Requirements - Favor Fun

Implementation (1): 

Implementation (1) Agile Development Iterations – Small Cycles (~ 4 Weeks) Frequent, Functional Deliveries Daily Stand-Ups Co-Location of Team Scripting andamp; Game Code Not Too Different – It’s Software Integrate and Test Often Unit Tests – Not Usually Relevant

Implementation (2): 

Implementation (2) Voice Scripts Game Dialog is Not Normal Speech Faster is Better Record Somewhere Quiet and Private No Distractions and No Embarrassments Record Multiple Times Editing Makes a Huge Difference Soundtrack - Lucky! Sets Tone Before and During Game Use Local Musicians! Time To Play…

Implementation (3): 

Implementation (3) Art Assets – 2D Required! Can’t Avoid! Creates Unique Signature Test Each New Media Type - End-to-End Alpha Blending, Texture Size, Depth, Format, … Textures, Overlays, Icons, Splash, Buttons, HUD Art – 3D Models Time Consuming, Unique Skill Set Small Projects - Create as Few as Possible Beg, Borrow, Steal

Implementation (4)(Number of Assets Created): 

Implementation (4) (Number of Assets Created)

Testing: 

Testing Yes, You Have to – 2 Types Functional Testing The Normal Stuff Out of Bounds Conditions Non-Linear Play User Interface Play Testing External Testers – Target Audience Watch andamp; Interview Look for: Confusion, Hesitations, Uninteresting Choices, Loss of Focus Don’t Help!

Slide22: 

Chapter 4 Issues and Limitations

Issues: 

Issues Licensing You Want How Much??? Developer Seats Per Product Licensing Distribution Royalties Find a Low-Cost Engine My Favorite - Delta3D (www.delta3D.org) Audience Appropriateness Managing Expectations Last Minute Rework (7  3 Minutes)

Limitations of Gaming: 

Limitations of Gaming Gaming Technology is for Fun Not Interested in Training Off the Shelf – Rarely Works Current Console Limitations Little Support for Training Elements After Action Review Learning Management Systems Military Networking (HLA/DIS)

Slide25: 

Chapter 5 Summary

Lessons Learned: 

Lessons Learned Let’s Recap Form a Partnership - Lots Out There Choose Your Technology Early Focus on Target Audience – Always Balance Requirements – Toward Fun Co-Locate Your Team Iterate – Frequently Leverage Local Artists – Music Plan for 2D Assets – They’re Required! Play Test with Actual Audience

Conclusion: 

Conclusion Games Have Real Impact - Bracketing

The End: 

The End Questions/ Answers Curtiss Murphy Project Engineer BMH Associates Norfolk, VA murphy@bmh.com