Serious Game - Atelier

Unity, WebGL, LMS, Scorm 1.2

Project overview

Development of a serious game tailored for metalworkers (Job Code 111), aimed at raising awareness about psychological risks in the workplace. The game navigates participants through potential pitfalls across various modules, including welding, maintenance, and machining. Accessible online through IFPM's Moodle platform, users have the opportunity to enhance their skills at their own pace, achieving scores that the platform administrator can subsequently interpret.

Technical details

The Serious Game - Workshop is accessible on the client's Moodle platform (LMS). The game is developed using Unity and subsequently packaged as a SCORM package during the game's build phase, enabling it to be played on LMS systems. Workshop is structured into three activity pages, each having its own SCORM package to optimize Unity builds for WebGL. The game communicates with the SCORM API to store data in the LMS's statistics system. Additionally, JavaScript methods can be invoked to calculate metrics such as gameplay session duration.

The game is available in French, English, Dutch, and German languages. It adheres to standards for providing assistance to individuals who are deaf or hard of hearing.

My role

In this project, I had a diverse role. I crafted the logic for in-game scenarios and designed a system to highlight critical moments. Unity's Timeline feature was used to enhance the game's intro and outro phases. I also designed user interfaces, including the specified one.

Additionally, I set up and managed the client's Moodle platform, ensuring its functionality. I optimized the WebGL build for a smooth player experience and integrated WebGl templates with JavaScript in Unity.

Communication with the client was a key part of my role, and I provided ongoing Moodle platform maintenance and support.

Gameplay Mechanics

The core gameplay involves the player's first-person progression through a predefined scene. To optimize the WebGL experience, the player navigates by clicking on designated points on the map. When the player approaches a point of interest, it begins to glow, signaling the start of the quiz mechanic. Following a brief introduction or outro phase, the player is prompted to make a choice that influences the feedback provided by the point of interest. Each feedback is internally recorded in the game statistics. At the end of the level, a summary table displaying scores is presented to the player.

Visuals and Sounds

To maximize the efficiency of this project, we leveraged existing assets and audio elements from previous projects. Naturally, we gave a comprehensive makeover to these assets, ensuring they seamlessly aligned with the project's desired look and design. This approach allowed us to save valuable time during the project's execution.

In cases where specific elements were required, such as unique machinery integral to the scenes, our 3D artist took charge of modeling and animating them from scratch. This bespoke approach ensured that these elements seamlessly integrated into the project's overall aesthetic and functionality.

Resource €

The project spanned a duration of 5 months, during which myself and another developer were responsible for the complete development of the game. We worked in tandem to bring the project to fruition. Additionally, a project manager with expertise in storytelling was instrumental in crafting the scenarios for the key points of interest. This individual also liaised with me throughout the project.

Furthermore, we had the invaluable contribution of a 3D artist who came into play when specific assets needed to be created or characters animated to enhance the game's visuals.