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Engaging Tomorrows
Learners with Impact
Focused Virtual Reality
Games
Bradley Tanner, MD
HealthImpact.studio
Chapel Hill, NC
Winning at Game CreationWinning at Game Creation
●
Goal: Recognize the unique challenges
associated with creating a game that impacts
health behaviors of children/emerging adults
●
Objective: Identify strategies to avoid time and
dollar wasting efforts and the win game creation
game
Bradley Tanner, MD, MEBradley Tanner, MD, ME
●
Physician by Training – Psychiatry and Obesity
Medicine
●
Studio Head, HealthImpact.studio
●
20 years experience in NIH funding and running
a small business
●
Specialty: Skills development and behavior
change
●
Online training -> simulations -> games
HealthImpact.StudioHealthImpact.Studio
●
Goal: Create games that can
impact health via healthy eating
behaviors and prevent obesity.
●
Strategy: Start from an
interesting game concept and
add health impact on top.
●
Technology: Immersive
Headset-based VR and 3D
●
Game Engine: Unity
Success & Your AudienceSuccess & Your Audience
●
Market fit predicts
business success.
●
Know
– target audience
and their needs
– competition
●
Then customer
satisfaction
predicts success
●
It better be fun!
Childhood ObesityChildhood Obesity
Obesity by Race/EthnicityObesity by Race/Ethnicity
Obesity TrendsObesity Trends
Healthy Eating GamesHealthy Eating Games
●
Food Fight! Kids practice rejecting (throwing)
unhealthy food and accepting healthy food in a
variety of environments (Cafeteria, Food Court).
●
Grocery Hunt: Young adults practice selecting
healthy foods to add to their pantry/fridge.
●
Hunger Battle/Inside the Brain: The role of
brain in hunger and satiety.
●
Future: Cooking skills, meal preparation,
hosting, and presentation. Exercise/Fitness
Food FightFood Fight
●
Focus: Food Acceptance & Rejection
Use the Asset StoreUse the Asset Store
●
Incredibly inexpensive for
what you get
●
Functionality (code) and
image assets
●
Some with motion
●
High quality and usable
●
Easy and quick to integrate
●
Prototype to determine game
design and obtains support
Grocery HuntGrocery Hunt
●
Grocery Shopping Skills for Young Adults
Grocery Hunt PrototypeGrocery Hunt Prototype
●
Go with Assets!
– Cheap
– Easy to implement
– 3rd
Person Shooter
●
Determined that users could
figure out mechanics
●
Users enjoyed the game
●
Users felt it might help them
inspect food in reality
Beware the Asset StoreBeware the Asset Store
●
Difficult to further
customize
●
Not (exactly) what you
wanted
●
Some graphics are too
complicated.
●
Some may tax the power
of the computer.
●
It’s only for prototyping!
Asset LimitationsAsset Limitations
●
Not quite right for the
purpose. It’s really a
convenience store not a
grocery store
●
No vegetables
●
First player did not aim
correctly
●
Foods varied in size and
quality
●
Strange Proportions
EnvironmentsEnvironments
●
Custom Made 3D Environments
You Need Custom AssetsYou Need Custom Assets
●
Tuned to the
game context
and purpose
●
Higher quality
●
Essential to
create and
immersive
environment
Beware Custom AssetsBeware Custom Assets
●
Graphic artists care a lot
about how good it looks
●
Expensive ($$)
●
Time consuming
●
Defining “done” is hard
●
Updated graphics need
to be reintegrated
●
Probably not a skill of
yours
Asset ChallengesAsset Challenges
●
Assets from the store are inexpensive, simple
and great for prototyping to show to customers
and other stakeholders or an early demo
●
But they aren’t enough
●
Assets vary widely in their quality, ability to
scale and ability to synchronize with each other.
●
Custom assets are far more expensive to
produce
●
Graphic assets can quickly become a labor of
love and an exercise in perfection
Game MechanicsGame Mechanics
●
Learner control and self-
determination to identify
personally relevant
factors and strategies.
●
Experiential learning to
enhances self-expression
and creativity
●
Role-playing to engage
the participant in a cycle
of practicing change
““Cool” FunctionalityCool” Functionality
●
A way to ignore bad mechanics (video)
Mechanics Out of ControlMechanics Out of Control
●
Watch people play
●
Don’t explain
●
Ask questions!
●
Are they struggling?
●
Are they confused?
●
Why does it do that?
●
Who wanted this?
●
Does it make sense?
Gameplay & ImpactGameplay & Impact
●
Functionality with impact is harder to integrate
than “cool” functionality – need strict control
Tutorials and GameplayTutorials and Gameplay
●
An easy solution – just tell them what to do
●
Problems
– Varying Game &
Controller Skills
– Varying VR Skills
– Not fun
– Poor First
Impression
– Time Consuming to Create
●
If you have to explain it, it’s too hard!
The Role of HardwareThe Role of Hardware
●
Review existing hardware and platforms
●
Predicting future success
●
Make a
choice
●
Stay
flexible
●
Evaluate
new
entries
●
Adapt
Hardware HeadachesHardware Headaches
●
Oculus Go vs. Rift. $200 vs. $1400 - $2000
●
Simple vs. Complicated
●
Mechanic
Limitations
●
Experience
Limitations
●
Follow
Trends
●
Follow Your
Market
Inside the BrainInside the Brain
●
Exploring Neuroanatomy and Neuroactivity
Graphics vs. CodeGraphics vs. Code
●
Where is the intelligence?
Where is the Game?Where is the Game?
●
Cool graphics can seem “good enough”
●
Beware the desire to move back to didactic
mode
Complicated GraphicsComplicated Graphics
●
Implementation is time
consuming
●
Increased communication
effort.
●
Developers: It’s hard to
understand limitations of
graphics (e.g., transparency)
●
Artists need to work with
Unity and understand code.
●
Do you understand graphics?
BurntOutBurntOut
●
Human
Interaction and
Assessing
Stress
●
Immersion
focuses on the
game at hand
●
Optimizes
cognitive load
Immersive GraphicsImmersive Graphics
●
Expensive and time consuming
People and 3DPeople and 3D
●
Are they in Sync?
Mixing 2D and 3DMixing 2D and 3D
●
Photorealistic
backgrounds create
an immersive
experience
●
A drawn 2D person
seems out of place
●
Pick one
3D Humans3D Humans
●
Creating 3D
Photorealistic people
is more challenging
●
Emotions in 3D people
-> even more
complicated
●
3D people that move
and “express”
changing emotions is
the stuff that movies
are made of.
Limitations of 3D HumansLimitations of 3D Humans
●
3D people that move
and “express”
changing emotions
is the stuff that
movies are made of.
3 Ts3 Ts
●
Test Often
– Seek a variety of input from staff and
stakeholders of various skill, age, technical
background, and game orientation
●
Build Teamwork
– Trust but Verify
●
Stay on Track
– Create a Game Design Document
– Stay Agile. Stick with the GDD or Modify It.
TestingTesting
●
Internal testing
is key
●
Coworkers are
often unwilling
to bring up
problems
●
Include
stakeholder
input early and
often
TeamworkTeamwork
●
Varying skills need to work
in concert
●
Coordinate the project –
both the technology and
the people
●
A supportive team is good
●
But can lead to an echo
chamber and sugar coating
Staying on TrackStaying on Track
●
Being Agile demands
regular sprints,
meetings, and tight
control over the
project
●
Schedule regular
release dates for
accountability and to
ensure meaningful
progress.
LessonsLessons
●
Know and engage your market.
●
Use Asset Store for prototyping
●
Custom assets are essential but can take the
project off track in terms of time and $$$
●
Mechanics must be relevant and functional -
Tutorials often attempt to hide a bad game
●
Hardware may change
●
Complicated graphics and human elements are
a unique challenge
●
Test, build Teamwork, keep the team on Track
Game On!Game On!
●
A mess can be
cleaned up
●
It’s your game –
keep the vision
●
Don’t get
bogged down
with frustrations
●
Have fun and
be creative

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Engaging Tomorrows Learners with Impact Focused Virtual Reality Games

  • 1. Engaging Tomorrows Learners with Impact Focused Virtual Reality Games Bradley Tanner, MD HealthImpact.studio Chapel Hill, NC
  • 2. Winning at Game CreationWinning at Game Creation ● Goal: Recognize the unique challenges associated with creating a game that impacts health behaviors of children/emerging adults ● Objective: Identify strategies to avoid time and dollar wasting efforts and the win game creation game
  • 3. Bradley Tanner, MD, MEBradley Tanner, MD, ME ● Physician by Training – Psychiatry and Obesity Medicine ● Studio Head, HealthImpact.studio ● 20 years experience in NIH funding and running a small business ● Specialty: Skills development and behavior change ● Online training -> simulations -> games
  • 4. HealthImpact.StudioHealthImpact.Studio ● Goal: Create games that can impact health via healthy eating behaviors and prevent obesity. ● Strategy: Start from an interesting game concept and add health impact on top. ● Technology: Immersive Headset-based VR and 3D ● Game Engine: Unity
  • 5. Success & Your AudienceSuccess & Your Audience ● Market fit predicts business success. ● Know – target audience and their needs – competition ● Then customer satisfaction predicts success ● It better be fun!
  • 9. Healthy Eating GamesHealthy Eating Games ● Food Fight! Kids practice rejecting (throwing) unhealthy food and accepting healthy food in a variety of environments (Cafeteria, Food Court). ● Grocery Hunt: Young adults practice selecting healthy foods to add to their pantry/fridge. ● Hunger Battle/Inside the Brain: The role of brain in hunger and satiety. ● Future: Cooking skills, meal preparation, hosting, and presentation. Exercise/Fitness
  • 10. Food FightFood Fight ● Focus: Food Acceptance & Rejection
  • 11. Use the Asset StoreUse the Asset Store ● Incredibly inexpensive for what you get ● Functionality (code) and image assets ● Some with motion ● High quality and usable ● Easy and quick to integrate ● Prototype to determine game design and obtains support
  • 12. Grocery HuntGrocery Hunt ● Grocery Shopping Skills for Young Adults
  • 13. Grocery Hunt PrototypeGrocery Hunt Prototype ● Go with Assets! – Cheap – Easy to implement – 3rd Person Shooter ● Determined that users could figure out mechanics ● Users enjoyed the game ● Users felt it might help them inspect food in reality
  • 14. Beware the Asset StoreBeware the Asset Store ● Difficult to further customize ● Not (exactly) what you wanted ● Some graphics are too complicated. ● Some may tax the power of the computer. ● It’s only for prototyping!
  • 15. Asset LimitationsAsset Limitations ● Not quite right for the purpose. It’s really a convenience store not a grocery store ● No vegetables ● First player did not aim correctly ● Foods varied in size and quality ● Strange Proportions
  • 17. You Need Custom AssetsYou Need Custom Assets ● Tuned to the game context and purpose ● Higher quality ● Essential to create and immersive environment
  • 18. Beware Custom AssetsBeware Custom Assets ● Graphic artists care a lot about how good it looks ● Expensive ($$) ● Time consuming ● Defining “done” is hard ● Updated graphics need to be reintegrated ● Probably not a skill of yours
  • 19. Asset ChallengesAsset Challenges ● Assets from the store are inexpensive, simple and great for prototyping to show to customers and other stakeholders or an early demo ● But they aren’t enough ● Assets vary widely in their quality, ability to scale and ability to synchronize with each other. ● Custom assets are far more expensive to produce ● Graphic assets can quickly become a labor of love and an exercise in perfection
  • 20. Game MechanicsGame Mechanics ● Learner control and self- determination to identify personally relevant factors and strategies. ● Experiential learning to enhances self-expression and creativity ● Role-playing to engage the participant in a cycle of practicing change
  • 21. ““Cool” FunctionalityCool” Functionality ● A way to ignore bad mechanics (video)
  • 22. Mechanics Out of ControlMechanics Out of Control ● Watch people play ● Don’t explain ● Ask questions! ● Are they struggling? ● Are they confused? ● Why does it do that? ● Who wanted this? ● Does it make sense?
  • 23. Gameplay & ImpactGameplay & Impact ● Functionality with impact is harder to integrate than “cool” functionality – need strict control
  • 24. Tutorials and GameplayTutorials and Gameplay ● An easy solution – just tell them what to do ● Problems – Varying Game & Controller Skills – Varying VR Skills – Not fun – Poor First Impression – Time Consuming to Create ● If you have to explain it, it’s too hard!
  • 25. The Role of HardwareThe Role of Hardware ● Review existing hardware and platforms ● Predicting future success ● Make a choice ● Stay flexible ● Evaluate new entries ● Adapt
  • 26. Hardware HeadachesHardware Headaches ● Oculus Go vs. Rift. $200 vs. $1400 - $2000 ● Simple vs. Complicated ● Mechanic Limitations ● Experience Limitations ● Follow Trends ● Follow Your Market
  • 27. Inside the BrainInside the Brain ● Exploring Neuroanatomy and Neuroactivity
  • 28. Graphics vs. CodeGraphics vs. Code ● Where is the intelligence?
  • 29. Where is the Game?Where is the Game? ● Cool graphics can seem “good enough” ● Beware the desire to move back to didactic mode
  • 30. Complicated GraphicsComplicated Graphics ● Implementation is time consuming ● Increased communication effort. ● Developers: It’s hard to understand limitations of graphics (e.g., transparency) ● Artists need to work with Unity and understand code. ● Do you understand graphics?
  • 33. People and 3DPeople and 3D ● Are they in Sync?
  • 34. Mixing 2D and 3DMixing 2D and 3D ● Photorealistic backgrounds create an immersive experience ● A drawn 2D person seems out of place ● Pick one
  • 35. 3D Humans3D Humans ● Creating 3D Photorealistic people is more challenging ● Emotions in 3D people -> even more complicated ● 3D people that move and “express” changing emotions is the stuff that movies are made of.
  • 36. Limitations of 3D HumansLimitations of 3D Humans ● 3D people that move and “express” changing emotions is the stuff that movies are made of.
  • 37. 3 Ts3 Ts ● Test Often – Seek a variety of input from staff and stakeholders of various skill, age, technical background, and game orientation ● Build Teamwork – Trust but Verify ● Stay on Track – Create a Game Design Document – Stay Agile. Stick with the GDD or Modify It.
  • 38. TestingTesting ● Internal testing is key ● Coworkers are often unwilling to bring up problems ● Include stakeholder input early and often
  • 39. TeamworkTeamwork ● Varying skills need to work in concert ● Coordinate the project – both the technology and the people ● A supportive team is good ● But can lead to an echo chamber and sugar coating
  • 40. Staying on TrackStaying on Track ● Being Agile demands regular sprints, meetings, and tight control over the project ● Schedule regular release dates for accountability and to ensure meaningful progress.
  • 41. LessonsLessons ● Know and engage your market. ● Use Asset Store for prototyping ● Custom assets are essential but can take the project off track in terms of time and $$$ ● Mechanics must be relevant and functional - Tutorials often attempt to hide a bad game ● Hardware may change ● Complicated graphics and human elements are a unique challenge ● Test, build Teamwork, keep the team on Track
  • 42. Game On!Game On! ● A mess can be cleaned up ● It’s your game – keep the vision ● Don’t get bogged down with frustrations ● Have fun and be creative