Tanner B. Engaging Tomorrow’s Learners with Impact Focused Virtual Reality Games. Serious Play Conference; 2018 July 18; Buffalo, New York, United States.
2. Winning at Game CreationWinning at Game Creation
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Goal: Recognize the unique challenges
associated with creating a game that impacts
health behaviors of children/emerging adults
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Objective: Identify strategies to avoid time and
dollar wasting efforts and the win game creation
game
3. Bradley Tanner, MD, MEBradley Tanner, MD, ME
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Physician by Training – Psychiatry and Obesity
Medicine
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Studio Head, HealthImpact.studio
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20 years experience in NIH funding and running
a small business
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Specialty: Skills development and behavior
change
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Online training -> simulations -> games
4. HealthImpact.StudioHealthImpact.Studio
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Goal: Create games that can
impact health via healthy eating
behaviors and prevent obesity.
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Strategy: Start from an
interesting game concept and
add health impact on top.
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Technology: Immersive
Headset-based VR and 3D
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Game Engine: Unity
5. Success & Your AudienceSuccess & Your Audience
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Market fit predicts
business success.
●
Know
– target audience
and their needs
– competition
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Then customer
satisfaction
predicts success
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It better be fun!
9. Healthy Eating GamesHealthy Eating Games
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Food Fight! Kids practice rejecting (throwing)
unhealthy food and accepting healthy food in a
variety of environments (Cafeteria, Food Court).
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Grocery Hunt: Young adults practice selecting
healthy foods to add to their pantry/fridge.
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Hunger Battle/Inside the Brain: The role of
brain in hunger and satiety.
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Future: Cooking skills, meal preparation,
hosting, and presentation. Exercise/Fitness
11. Use the Asset StoreUse the Asset Store
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Incredibly inexpensive for
what you get
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Functionality (code) and
image assets
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Some with motion
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High quality and usable
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Easy and quick to integrate
●
Prototype to determine game
design and obtains support
13. Grocery Hunt PrototypeGrocery Hunt Prototype
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Go with Assets!
– Cheap
– Easy to implement
– 3rd
Person Shooter
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Determined that users could
figure out mechanics
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Users enjoyed the game
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Users felt it might help them
inspect food in reality
14. Beware the Asset StoreBeware the Asset Store
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Difficult to further
customize
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Not (exactly) what you
wanted
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Some graphics are too
complicated.
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Some may tax the power
of the computer.
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It’s only for prototyping!
15. Asset LimitationsAsset Limitations
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Not quite right for the
purpose. It’s really a
convenience store not a
grocery store
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No vegetables
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First player did not aim
correctly
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Foods varied in size and
quality
●
Strange Proportions
17. You Need Custom AssetsYou Need Custom Assets
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Tuned to the
game context
and purpose
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Higher quality
●
Essential to
create and
immersive
environment
18. Beware Custom AssetsBeware Custom Assets
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Graphic artists care a lot
about how good it looks
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Expensive ($$)
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Time consuming
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Defining “done” is hard
●
Updated graphics need
to be reintegrated
●
Probably not a skill of
yours
19. Asset ChallengesAsset Challenges
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Assets from the store are inexpensive, simple
and great for prototyping to show to customers
and other stakeholders or an early demo
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But they aren’t enough
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Assets vary widely in their quality, ability to
scale and ability to synchronize with each other.
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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
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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
22. Mechanics Out of ControlMechanics Out of Control
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Watch people play
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Don’t explain
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Ask questions!
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Are they struggling?
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Are they confused?
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Why does it do that?
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Who wanted this?
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Does it make sense?
23. Gameplay & ImpactGameplay & Impact
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Functionality with impact is harder to integrate
than “cool” functionality – need strict control
24. Tutorials and GameplayTutorials and Gameplay
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An easy solution – just tell them what to do
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Problems
– Varying Game &
Controller Skills
– Varying VR Skills
– Not fun
– Poor First
Impression
– Time Consuming to Create
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If you have to explain it, it’s too hard!
25. The Role of HardwareThe Role of Hardware
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Review existing hardware and platforms
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Predicting future success
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Make a
choice
●
Stay
flexible
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Evaluate
new
entries
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Adapt
26. Hardware HeadachesHardware Headaches
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Oculus Go vs. Rift. $200 vs. $1400 - $2000
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Simple vs. Complicated
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Mechanic
Limitations
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Experience
Limitations
●
Follow
Trends
●
Follow Your
Market
29. Where is the Game?Where is the Game?
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Cool graphics can seem “good enough”
●
Beware the desire to move back to didactic
mode
30. Complicated GraphicsComplicated Graphics
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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?
34. Mixing 2D and 3DMixing 2D and 3D
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Photorealistic
backgrounds create
an immersive
experience
●
A drawn 2D person
seems out of place
●
Pick one
35. 3D Humans3D Humans
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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
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3D people that move
and “express”
changing emotions
is the stuff that
movies are made of.
37. 3 Ts3 Ts
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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.
39. TeamworkTeamwork
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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
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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
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Know and engage your market.
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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!
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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