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The content creation workflow of the
 Ship Simulator game – a case study
    CASA workshop on 3D Advanced Media in
       Gaming And Similation, June 2009


     Pjotr van Schothorst, founder and CTO
19




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                                                                                                                                                                    response training simulators and related entertainment games




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What do we do?




  Emergency
  Response                     Training
   Training                   Simulators

                 Simulation
                   Games
                     3
Our clients




                  Note: this is not a full list
              4
Ship Simulator Series:
Over 400.000 copies sold to date!
Find the CAD files
Find the details
Create a high-detail 3D model
Create a texture
Model without textures
Model with textures
Create windows as separate surfaces
Create separate models
of all the moving parts
Put it all together
Create a lightmap
Lightmap
Create a walkthrough collision model
Create a physics collision model
Create the bridge interior model
Create models of the controllers
Create a low-detail model for distant viewing
Create a low-detail model for the water reflection
Paint the hull vertex model according to
possible damage
Create a chart icon model
Import in game engine
Set basic physical properties
Apply hydrodynamic and propulsion properties
Support tools

• SVN: Document Management System. Mostly used by
  programmers, not for artwork (yet)
• Well-organised fileserver, transparent folder structure
• VPN: Integrate remote workers
• Secure FTP: access to parts of the file server by volunteers and
  customers
• Bug tracker: beta testers and clients
• Forum: part public, part restricted to volunteers
• E-mail, Live Messenger, Skype
The Content Creation Workflow of the Ship Simulator Game - A Case Study
The Content Creation Workflow of the Ship Simulator Game - A Case Study
The Content Creation Workflow of the Ship Simulator Game - A Case Study
The Content Creation Workflow of the Ship Simulator Game - A Case Study

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The Content Creation Workflow of the Ship Simulator Game - A Case Study

  • 1. The content creation workflow of the Ship Simulator game – a case study CASA workshop on 3D Advanced Media in Gaming And Similation, June 2009 Pjotr van Schothorst, founder and CTO
  • 2. 19 • • • • • 97 – Si 19 m 98 Sh el – lp O ro 19 il ri je 99 g ct in – Q in O it ia 20 il ua ri ke te 00 g d – in 2 Q U en Who are we? ue nr gi 20 st ea ne 01 3D le – de ng Fi in rs ve e Privately held company 20 t lo 02 ur pm ba – n en V w t ST st 20 EP al kt ar 03 fo hr te – un ou d Sh de gh 20 ip d 04 ev ac – 40 employees in the Benelux, UK, India Headquarters in Rotterdam, Netherlands ST ua C ti 20 W on 05 Fi tr –D re ai -fi ni ri gh ng 20 ve 06 r ti ng si – m tr Sh ul ai ip at ni 20 io ng Si 07 m n, N – 40+ Serious Game projects delivered on time, on budget Sh 20 av 20 ip 06 y ,T tr 08 Si ai – m ra ni N in ng response training simulators and related entertainment games 20 S 08 dr 20 R ,R iv 09 ai er lw es si – ay cu m Sh ip st eS Objective: To become a leading developer of maritime and emergency at im Si io m ns Pr o
  • 3. What do we do? Emergency Response Training Training Simulators Simulation Games 3
  • 4. Our clients Note: this is not a full list 4
  • 5. Ship Simulator Series: Over 400.000 copies sold to date!
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12. Find the CAD files
  • 18. Create windows as separate surfaces
  • 19. Create separate models of all the moving parts
  • 20. Put it all together
  • 23. Create a walkthrough collision model
  • 24. Create a physics collision model
  • 25. Create the bridge interior model
  • 26. Create models of the controllers
  • 27. Create a low-detail model for distant viewing
  • 28. Create a low-detail model for the water reflection
  • 29. Paint the hull vertex model according to possible damage
  • 30. Create a chart icon model
  • 31. Import in game engine Set basic physical properties
  • 32. Apply hydrodynamic and propulsion properties
  • 33.
  • 34.
  • 35.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41.
  • 42.
  • 43. Support tools • SVN: Document Management System. Mostly used by programmers, not for artwork (yet) • Well-organised fileserver, transparent folder structure • VPN: Integrate remote workers • Secure FTP: access to parts of the file server by volunteers and customers • Bug tracker: beta testers and clients • Forum: part public, part restricted to volunteers • E-mail, Live Messenger, Skype