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TruSim Serious about games

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Video games offer an active personalised experience within a designed framework ... Already working on X360 / PS3/ Wii games. Technology. Blended Learning Solutions ... – PowerPoint PPT presentation

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Title: TruSim Serious about games


1
TruSim Serious about games
Sion Lenton
Development Support Manager Blitz Games Ltd
www.TruSim.com
2
The Networked Age
  • Traditional media distributes ideas
  • New media offers control to users
  • Personalised experiences expected
  • Video games offer an active personalised
    experience within a designed framework

3
The Games Industry
  • PlayStation 2 UK sales 8 million
  • UK market 2 billion
  • Estimated worldwide market in 2007 20 billion

4
The Games Industry
  • Global Market valued at 20bn
  • US, Japan and UK leading markets
  • UK industrys position threatened by overseas
    subsidies
  • New generation platforms demand substantial
    production investment
  • High cost, high risk

5
Blitz Games Ltd
  • 1986 7 of all game sales
  • Interactive Studios formed in 1990
  • 2006 new divisions

1980
2006
6
Blitz Games Ltd
  • Top 5 European Independent Developer
  • 200m sales since 2000
  • 200 staff headquartered in Leamington Spa
  • Work to develop games industry
  • -TIGA, IGDA, Skillset, e-skills, LSC, AWM,
    ScreenWM, DTI Games Group
  • RD - FP6 SALERO, DTI Technology Programme

7
A Balanced Portfolio
  • Blitz Brand - Family Friendly
  • Volatile Brand - Mature Games
  • Arcade Brand - Downloads/Advergames

8
A Balanced Portfolio
  • TruSim - Serious Games
  • The Virtual Experience Company Visualisation

9
Technology
  • Dedicated technology team
  • Established long term strategy
  • Wholly-owned technology
  • Already working on X360 / PS3/ Wii games

10
Guiding Principles
  • Blended Learning Solutions
  • Engaging and cost efficient
  • Simple interface
  • Single or networked play
  • Easily updated

11
Serious Games
  • Task based
  • Decision based
  • Team based
  • Communication
  • Cooperation
  • Exploration
  • Experimentation
  • May support change

12
Engagement
  • Suspension of disbelief
  • Active not passive
  • Achievable challenge
  • Player has impact
  • Instant feedback
  • Practice improves performance
  • Cool culture
  • Strong narrative
  • Good visual and sound design

13
Motivation
  • Not a cure all
  • Part of a social and cultural phenomenon
  • Serious Games for all abilities
  • May be best suited for particular learning
    styles

14
DTI Grant led Technology Programme
  • VEGA Group plc
  • Birmingham, Sheffield, London Universities
  • Specialist partners
  • Produce and trial 3 proof of concept prototypes
  • Produce robust metrics for validating that
    learning is transferred and retained

15
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16
Meshing Game and Instructional Design
17
Experience So Far
  • Differences in language use
  • Different expectations of design and work
    practices
  • Clarifying responsibilities on all sides
  • Accepting compromise
  • Finding the right tools for delivery high
    end/low end debate

18
The Console Conundrum
  • Consoles have known capabilities
  • More consoles than PCs in UK households
  • Increasingly always on-line but with a walled
    garden
  • Use proprietary software
  • Buzz! opportunity or dead end?
  • Opportunities with handhelds

19
Current and Future Trends
  • User Generated Content
  • Personalised experiences
  • Toolsets v commissioned content
  • Intelligent content will adapt to your needs
  • Shared home/office/school portals for all
    digital content intelligent networks

20
Future Directions
  • Emergence of Public Service Content
  • Growth of Premium Content active and passive
  • New tools to sift, prioritise and personalise
    content
  • Clarity of purposes, separation of contexts
    will become essential
  • The off button will survive

21
Questions
Sion Lenton
Development Support Manager Slenton_at_blitzgames.com
www.TruSim.com
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