Curtiss Murphy

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Information about Curtiss Murphy

Published on June 15, 2007

Author: Nickel


Observing the Naval Observer Project:  Observing the Naval Observer Project Curtiss Murphy Project Engineer BMH Associates Norfolk, VA 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 ( 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

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