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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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                  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
The content creation workflow of the Ship Simulator game
The content creation workflow of the Ship Simulator game
The content creation workflow of the Ship Simulator game

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The content creation workflow of the Ship Simulator game

  • 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!
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  • 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
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  • 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