project story softskills for projectmanagers
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RESEARCH DRIVEN
SOFT SKILLS
TRAINING
PROJECT SOFTSKILLS
GRENDEL GAMES | JANJAAP SEVERS
+31 0 6 50 50 24 88 | [email protected]
MENGAGED | BERTRAND WEEGENAAR
+31 0 6 83 80 17 09 | [email protected]
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PROJECT STORY
GRENDEL GAMES
VERSION 1.1
20141117
RESEARCH DRIVEN SOFT SKILLS TRAINING
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PROJECT SOFTSKILLS
INTRODUCTIONIn this document the process of researching and
building the pilot for the Soft Skills project is written.
This project was quite divers and this document will
try to guide you through different areas in a clear way.
It will start with the background of what the project
is and what the original goals are. It then gives an
overview of the Game Design.
The main body of the document is about the research
and production that has taken place and the lessons
learned from this process. The earlier paragraphs in
the process chapter will be mainly concerning the
research and the latter about production, but there is
not a strict division between them.
The references that are included here are from exter-
nal research where possible. When internal technical
documentation is referenced, this document will often
contain external research, or our own reasoning for
having made this choice. These technical documents
contain the details about the process. This document
tries to tie all the lessons together in a coherent
whole.
Opposite page: render of the control room
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LEADINGCOMPETITIVE
FOLLOWINGWITHDRAWN
OFFENSIVE HELPING
REBELLIOUS COOPERATIVE
DOMINANCE
AFFILIATIONHOSTILE
SUBMISSION
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PROJECT SOFTSKILLS
BACKGROUNDWe set out to make a project in which we can teach
people soft skills[1]like social graces, communication,
personal habits, emotions, feelings, relationships and
insight. To teach people these soft skills we wanted
to make a realistic virtual world, with realistic virtual
characters in it. In this world the player would be able
to interact with the other characters and train their soft
skills.
We defined our own goals for this project, based on
our expectations of the domain and our experience
with the target market. To make this project both
valuable to train the soft skills and appealing to the
audience we set out to create a very realistic world at
a very high quality.
The assumption was that to train people at soft skills
it is important to be able to read emotions from thefacial expressions and body movements of the virtual
characters. To get this close to reality, we decided
to use full body motion capturing and facial motion
capturing. With these technique it is possible to
closely record the movements and expressions of an
actor and translate them to a virtual character.
To engage the player we decided to create a fictional
setting in the near future on a space station. In this
setting it made sense that while the player is a novice
in management, he carries a lot of responsibility and
is without direct communication with more seasoned
managers. It also allowed us to integrate the feed-
back mechanism for the player into the game world.
This is explained by two sensors in the personnel on
board of the space station that measure hormones
related to interpersonal relations(oxytocin) en stress.
To get a model for the behaviour of the virtual charac-
ters we looked towards the Rose of Leary. This model
plots an expression on an agentic and communal axis
and predicts that this expression elicits a reaction at a
specific place in this model.
Opposite page: Rose of Leary
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ORIGINAL
GOALSThe original goal for this project was to create a game
to use as an environment for the training of soft skills
for project managers. Advanced facial animations will
be integrated in the 3D environment[2].
The goal of the game is for project managers to test
and improve their soft skills in a friendly and playful
manor. To this end they will be challenged to achieve
tasks that increase in complexity. These tasks are
aimed at improving soft skills that are hard to measure.
How would you measure if a manager supported
an employee correctly, when faced with a personal
drama? The development of these soft skills is based
on the correct use of hard project managers skills.
These are skills that are easier to teach and measure
and can lead to better mastery of soft skills, therefore
these hard skills will also be implemented in the game.
It should be possible to use the game as a preparation
for the certifying process for PMI and IPMA.
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GAME DESIGNTo place this document in perspective an overview
of the Game Design will be given here[3].
The game takes place on one of the first space
stations. The space station is not fully operational
yet and only a small crew is present. As player you
take on the role Aaron Graham. Aaron is a project
manager trying to achieve good results aboard the
space station.
In the beginning of the game problems arise which
need to be solved. Aaron is responsible for making
sure these problems are fixed, but cant do it all
alone. He needs to make sure his team do the work
required. To achieve this he must not only order the
crew what to do, but also make sure his relationship
with them keeps being positive and that there are no
tensions in the team.
Aaron cant rely on help from Earth. Contact with
Earth is limited and can only be established at
certain times. These moments are used in the game
to give the player feedback on how they solved
problems. This takes the form of a report that is send
from Earth to Aaron. This includes mistakes that have
been made and pointers to keep in mind for future
interactions.
Direct feedback is very important for the learning
experience of the player. Thats why the game
includes a monitor for the stress and oxytocin of the
other characters. When the player talks to characters
he can monitor these values in the HUD. In the game
world it is explained that all personnel their vitals are
being monitored. When the player says something
which affects the interpersonal relationship the
oxytocin is altered. Stress is modified due to the way
the player motivates the character to act. This can be
viewed during each conversation, this way the player
can see the effect of his choice, but is only informed
about why this effect happened in the status report
from earth.
A large portion of the game is about conversations.
In a conversation the camera is focussed on the
character with which the player is talking. In a
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conversation the player can make conversation
choices. These choices affect how the game plays
out. These choices should be made based on the
required management skills. The player has access
to the personal files of the characters and can see
the behaviour of the characters. This behaviour can
be a change in posture, facial expressions, hand
gestures, tone of voice, or as simple as what is said.
Based on this information the player must make
his choice, for instance if he knows that a person is
submissive he should take charge, with a dominant
person the player should be more cooperative.
Difference between personality and behaviour could
mean there is something going on and he should
respond to that.
Except for the conversations, the gameplay is
divided in navigating the space station and solving
small puzzles in the form of mini-games. These mini-
games serve as a break from the serious gameplay.
These mini-games are integrated into the world. An
example of a mini-games could be draining water
from a cooling system by turning pipes in place.
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PROJECT
MANAGEMENTDuring the project the team worked together withproject management specialists from the Project
Management Institute Chapter Netherlands. PMI
has a long tradition of certifying project managers
using the PMBOK, the Project Management Body of
Knowledge[4]. The main focus in the PMBOK is on hard
skills. Soft skills, according to the PMBOK, include
different skills generally defined as Communication,
Leadership etc.
Hard skills are easier to measure and are an easier
subject of examination. By applying gamification
techniques using a well defined set of characteristics
(see below) soft skills can also be validated.
The PMI also has a set of core principles which
applies to all activities of PMI certified Project and
Program Managers. They are: Responsibility, Respect,
Fairness and Honesty.
From the PMBOK the following elements are
translated to the script, the gameplay and the visual
presentation:
A way to self-reflect and learn administrative
lessons.
The possible use and accessibility of information
on your team members.
Delegate task to your team.
To add value to the Soft Skills game these principles
were translated in the feedback and scoring mech-
anism of the game. As a player responding to the
actions of your team by respectfully handling protests
in a given situation is rewarded. Using visual and
audio game elements, feedback can be asked and
givenduring the game to the player.
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PROCESS
BUSINESSCASEA group of MBA students, under the name TopGun,
from IBO did a five month research on the business
potential for the game under the title Starstuck (2012).
This produced a business and marketing plan. Italso uncovered a large potential market of project
managers and customers. In the Netherlands alone
there are 130.000 professional project managers,
certified experts and 450.000 employees fulfilling
project managers roles and responsibilities in a
project environment. The survey was conducted
by Managementbureau BoerCroon together with
managementboek.nl.
MODELFOR COMMUNICATIONResearch into the Rose of Leary showed that the Rose
of Leary has never been empirically proven. Especiallythe hypothesis that certain behaviour directly elicits
other behaviour on the Rose has never been shown.
Further research into similar models has lead to an
updated model that has been empirically proven[5].
In collaboration with several psychologist, most notably
Pamela Kato and Leonard Horowitz, the project
started using the Circumplex Model of Interpersonal
Interaction[5](based on the slightly older Circumplex
Model of Affect from Russels[6]).
The Circumplex Model of Interpersonal Interaction is
closely related to the Rose of Leary. It also has two
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axes, one agentic and one communal. These axes
serve a slightly different purpose though. The agentic
axis describes a personality between unassured/
submissive to assured/dominant. The communal axis
describes a trait between cold/distant and warm/
agreeable.
The model places a personality in this circumplex.
For instance, a very warm agreeable person who is
quite shy would be placed high on the communal
axis, but low on the agentic axis. The model predicts
how this person would react to certain behaviour, that
he will react agreeable to behaviour that matches
the personality on the communal axis, but mirrors thevalues on the agentic axis.
This model allows us to create scenarios where
the player has to be aware of the situation and the
personality traits of another. For example, if a serious
personal problem arises, a high communal person is
more likely to appreciate a persons attention given
to the situation. While a person who is more distant
(low on the communal scale) might just want to be left
alone and focus on work.
By getting to know the characters in the game, from
background information and interactions in the game,
the player needs to choose how to react. This will
influence how the other characters will feel towards
the player. The closer the match to the desired
behaviour the more favourable the characters will feel
towards the player.
Due to the two axis system the player can make
choices to trade between a good relation and
45O EXTRAVERTED -
GREGARIOUS
315O AGREEABLE -
TRUSTING
INTROVERTED - 225O
INHIBITED
DISAGREEABLE - 135O
MISTRUSTING
COLD - 180O
UNFRIENDLY
0O WARM -
FRIENDLY
DOMINANT - ASSURED
90O
270O
SUBMISSIVE - UNASSURED
DOMINANCE
AFFILIATION
Above: Circumplex Model of Interpersonal Interaction
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motivating a character to act. For instance, the player
can react more warmly, to increase the interpersonal
relationship, but sacrificing the possibility that the
character will do something for the player. Conversely,
the player could also react more colder and sterner
so that the character will execute a task, but feel less
favourable towards the player.
In the game the player will be informed about the
immediate effect of his choices. This immediate
feedback mechanism is important to achieve efficient
learning. In the game world we have introduced a
system with which the player can read the stress and
oxytocin hormones of other characters. The stresshormones signal to which degree the character feels
the need to act, oxytocin is the measure for how
favourable the character feels towards the player.
READINGOF EMOTION
FROM FACIALEXPRESSIONSAt the start of this project it was assumed that high
quality realistic graphics were needed to convey to
the player the emotions on an virtual face. Research
was conducted to determine to which degree a
person can detect an emotion on a virtual face andwhich factors impact the distinctness and the natural-
ness of the expression[7].
The main results were that the use of animation greatly
increases the distinctness of the expression and
increases the recognition rates[8]. The use of textures
increases the overall recognition of the emotion[9].
Fear and surprise are hard to make distinct from each
other when using facial expressions only.
Several tested virtual heads (Talking Head, Baldi and
Miralab) showed that artificial facial expressions can
Above: Miralab, Untextured Talking Head,
Textured Talking Head
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convey the six basic emotions almost as convincingly
as an actor. Also, increasing the abstraction level
does not decrease the distinction of the emotion
significantly, but impacts the naturalness.
This leads to the conclusion that humans can read
emotions from virtual faces even when they are not
realistic or when rendered at low quality.[8][9]
CHANNELSOF COMMUNICATION
The first iteration of the project focussed on one
main channel of non-verbal communication, the facial
expressions. From further research it was learned that
the facial expressions are not as important as initially
thought. Research tried to measure which of the three
main non-verbal channels are more important, gestures,
body language or facial expressions. The results of these
experiments were that they each contributed equally to
the communication.
Except for non-verbal channels there also some less
obvious verbal channels. The choice of words can add
more meaning to a sentence than what is actually said.
For instance the difference between: She bought a car
and She bought a car from Bert. The second sentence
implies that there is something noteworthy about the
person she bought the car from, not just that she bought
the car. Placing emphasis on Bert will add to this effect.
All these channels usually communicate the same
message, which is about what is said and the current
emotional state of the person. When writing the script
these channels should be taken into consideration.
Questions that could be asked are:
What is the location of the character in the room?
Which posture does the character take?
What does he do with his hands?
Where does he look towards?
How long does he keep eye contact?
What is his facial expression?
Does he make gestures when he talks?
At which tone of voice does the character talk?
At which volume does the player talk?
A great deal of research was gathered in support of
these conclusion, which can be found in [10].
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TECHNICALREALISATION
OF STYLE,QUALITY,MODELAND RIG
The basis of the visible character is the model. This is
the physical representation of the character in the game
world. The techniques to light and animate the character
all depend on this basis.
The aim of the project was to create a hyper realistic
character. To achieve this result a base model with a high
vertex count was needed. During the project this led to
problems in the production pipeline. The targeted quality,to bring hyper realistic character convincingly to the
screen, could not be achieved in the time allotted. This
would break the style that was aimed for. This, together
with the high cost of continuing to try to achieve this high
quality led to a redefinition of the style of the game.
The new style is a slightly stylised look, which comes
across more convincingly at lower quality. The characters
from Grand Theft Auto 5 became the target style and
quality.
Instead of placing all the detail of facial expressions in
the geometry of the model, this detail would be carried
more by the normal maps. This allows us to use between
5,000 and 10,000 polygons for the face. This will be
supported with animated normal maps (wrinkle maps).
For the body model a budget of between 15,000 and
20,000 polygons is available. For the body the hands are
quite important. A lot of expression power comes fromthe hands and hand gestures.
Within the more stylised look the textures contain less
detail. Details like pores will not be included. This means
that it will be easier to draw attention to other parts of the
face, like bags under the eyes.
Certain details deserve some special attention to get
the animations right. The eyelids will be assigned a
single bone, this allows the eyelids to follow the looking
direction. The pupil wont dilate, this is not a necessity in
this style.
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Instead of using a hierarchical skeleton set up, in which
all bones are parented at a fixed distance, dummy
bones will be used, that can freely move in the face. This
allows for movements like the bulging of cheeks and the
forward motion of the jaw.
The tongue is a very flexible organ, however it is only
visible through the mouth. In GTA 5 the tip of the tongue
moves around, with the right skinning this can be
achieved with a single bone. The total bone count in the
face will be 35. The remaining bone placement is based
on the muscle movements and edge flow of the model. It
will use the following image as reference.
Besides the body and the face models separate models
for the teeth, the tongue and the eyes will be delivered,
with respectively 1000, 100 and 1000 polygons. [11]
Left: Character of Grand Theft Auto 5 Rockstar Games
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CLOTHINGAND HAIRRealistic clothing and hair are a problem in real time
environments. Both are flexible object that can freely
move based on movement of the character. For instance,long hair that falls over the shoulders when the head
is turned. These systems work by simulating a spring
between each vertex. When these simulations function
correctly it can look very good. Unfortunately it is nearly
impossible to get consistently nice results. This technique
also comes at a very high computing cost.
The research focussed on a pseudo solution, building
a low detail rig and skinning a high detail model to this.
This makes the simulation much more stable and less
computational intensive.
An alternative solution to this techniques, which became
more viable after the switch from hyper realistic to
stylised, is to use tight fitting clothes and short hair. Tight
fitting clothes is not at odds with the science fiction
setting of the game. Short hair moves very little with the
movements of the head. [12]
Opposite page: Bone placement in the human face to allow for
realistic animation.
Upper left: The jacket rig on top of the regular game skeleton from
Alan Wake.
Lower left: The mesh of the jacket that will be transformed by the
jacket rig from Alan Wake.
Middle: The simulated jacket of Alan Wake in action.
Alan Wake Remedy Entertainment and Microsoft Game Studios.
Source Gamasutra.
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REALISTICCHARACTERSHADINGTo achieve a high level of realism it is important to look
at advanced shading techniques. Classical shading
techniques usually result in a flat and unconvincing look.
To get to a high level of quality several techniques exist
to make faces more realistic.
Ambient Occlusion is a technique to make ambient light
a little more realistic. Ambient light is light that is omni-
directional, because it bounced off surfaces many times.
In games this is simulated by lighting the whole scene
with the same intensity light, usually a very dim light.
Ambient light however is less prominent in corners and
ridges. Ambient Occlusion is the effect of reducing the
amount of ambient light in certain places.[13]
Diffuse lighting is scattered light from a surface. This
lighting is usually added to a small amount of ambient
lighting and is often responsible for the majority of the
lighting in the scene. This lighting model is a gross
simplification of the path that light actually travels. In
surfaces like skin a part of the light bounces of, but some
light also travels through the upper layers of the skin and
is emitted slightly further than where it entered. [13]
OILY LAYER
LIGHT
SPECULAR LIGHT
(SOME DIFFUSE)
MILDLY
SCATTERED
LIGHT
HEAVILY
SCATTERED
LIGHT
EPIDERMIS
BLOODY DERMIS
Above: A comparison of screen space ambient occlusion. Left part
of the image is without SSAO, right part of the image is with SSAO.
Crytek
Upper right: The principle of subsurface scattering.
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In narrower parts of the body some of the light can also
travel through the body and be emitted at the other side.
This effect is called subsurface scattering. The effect of
subsurface scattering on surfaces like skin usually gives a
softer look, which appears more realistic.
After the shift in style direction these techniques became
less important. Ambient Occlusion still adds a lot to the
over al feel, but can be baked in with the characters
diffuse texture.
FACIALANIMATION
To bring emotion across convincingly and make them
recognisable and distinct it is necessary to animate the
face of the characters in the game. There are several
techniques to animate a face. Most often faces are
animated using bone animations. To have more control
over the exact position of each individual vertex in the
face blend shapes can be used. A blend shape is an
animation between two deformations of a model, in this
case the head. This gives 100% control of the shape of
the head at the beginning or the end of an animation,
during an animation the shape of the model is blended
between these two extremes. The main disadvantages
of blend shapes is the performance drag. A blend shape
is stored as a point cache, which contains all the vertices
of the face. When playing blend shape animation each
shape needs to be blended, which is a high drag on
performance [14].
To get an anatomically correct face with animations
a muscles system can be created. This system is a
simulation of the muscles in a human face. If done
correctly this would theoretically lead to 100% match
with a human face. Some 3D packages have a muscles
system available, but there isnt anyway to simulate this inreal time in a game environment. The only viable way to
get this in a game is to use point-caches, due to the large
amount of facial animations needed in this project this
technique was dropped[14].
The three previously mentioned techniques all deform
the face based on vertex information. This limits the detail
to the amount of vertices placed in the head. The higher
this count, the more difficult the face is to animate and the
worse the real-time performance. The face can also be
animated on a pixel level by using wrinkle maps. These
maps animate some of the texture maps on the face. By
animating the normal maps the illusion of a deforming face
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can be created at high detail. This techniques does not
allow for actual movement in the geometric data. Due to
this limitation extreme deformations cant be made and it
cant change the profile of a shape[14].
To achieve the desired effect a combination of bone
animations and wrinkle maps are used. The wrinkle
maps are used to accentuate certain specific emotions in
certain regions of the face. These regions are based on
the book Stop Staring[15][16].
ENVIRONMENTThe environment that the game takes place in needs
to fit with the style and quality of the characters and
setting. The game is made in a retro science fiction
style, inspired by movies from the 70s [17]. This style is
defined by light environment, with a lot of curves and
repetition.
The colour scheme needs to fit this theme. A choice
is made for white and broken white colours for the
ceiling and walls. The floor are more grey. Accents
are full black.
The equipment on the space station has simple
geometric shapes and simple on/off functionality.
These buttons are covered by transparent caps and
only light up when they are active.
Due to the repetition in the environment modular
building can be employed. Modular building means
that the level is constructed from basic building blocks.
This increases the speed at which an environment
can be built and makes it easier to keep the style
consistent. This does require some planning, making
sure all the pieces fit together.
Top: A comparison of wrinkle maps. Left part of the image is
without wrinkle maps, right part of the image is with wrinkle maps.
Lee Perry-Smith / IR
Above: Wrinkle map placement on our actress.
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Above: reference image for the retro look of the equipment.
Upper left: a collection of reference images to describe the shape
language of the project.
Lower left: a summary of the shape language, patterns, use of
color, contrast and repetition used for art direction.
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LIGHTINGTo bring the world to life lighting is essential. Light
determines how we actually see colours and materials.
Some techniques, like normal mapping, also require
lighting to bring the effect to the foreground. Traditional
lighting model divide light into three categories, ambient,
diffuse and specular. Specular is important for normal
mapping, this is the effect that is often compared with
shininess. In a newer lighting technique, Physically Based
Rendering, specular has been replaced by reflection[18].
Physically Based Rendering is a fixed set of rules to
get a lighting model that is based more on how lighting
works in the real world. Material properties are divided
in separate maps, these maps can be combined into
new materials. One of the most significant differences is
how reflectivity is handled. The reflectivity map together
with the micro-surface map handles the shininess and
reflectivity of the material. Because this use of reflectivity
all models should have an environment map associated
with them. Fortunately the game takes place inside an
enclosed space, the space station, so this is quite easy to
realise.
Instead of calculating light each frame, lights can also be
pre-baked in light maps. This gives a more realistic result
when the lights are static and also gives a performance
boost[19].
Instead of calculating the lighting during the render pass
it can also be calculated in a post processing stage
with a technique called deferred rendering. Deferred
rendering is a screen-space shading technique with the
great advantage that it can add many more lights to the
scene without a performance hit. For the style of the
game, this is a great advantage, however this technique
also has a couple of disadvantages. It does not support
hard anti-aliasing, it requires more memory bandwidth
and it cannot handle alpha blending without a separate
rendering pass[19].
RECORDINGPIPELINE
To get realistic virtual characters in the game a combi-
nation of full body motion capturing and facial motion
capturing was used. This is a long process involving
several important steps to get from a script to in game
animations[20].
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Based on the setting that is described in the game
design a script was written. This script is divided in
scenes. Each scene includes a description, the action of
the actors, the dialogue between characters, transitions
to other scenes and the type of shot (e.g. close-up or
long shot).
This script is usually divided into small visual frames to
form the basis for the storyboard. A storyboard conveys
more information about the shot and can include
character performance, timing, staging and sound.
An optional step in this process is making an animatic.
An animatic includes timing information and movements
which can not be conveyed in the storyboard. Due to
time constraints, which were caused by last minute
changes, a storyboard could not be made.
The recordings are based on a shot list, which is usually
based on the storyboard or animatic, but in this case on
the script. These are the final recordings that are made
in the studio. The recordings were made in Gameship,
which has most of the equipment needed, only for the
facial motion capturing a custom head mounted camera
was made.
For the full body motion capture specialised cameras
track the position of markers on a body over time. The
head mounted camera makes a video recording of the
face. Together with the audio this results in three types of
recording.
All three recordings need t o be processed and cleaned.
This is a straight forward process for the audio, cutting it
up and removing artefacts.
The body motion capture data needs to be cut and
cleaned. In this process the markers are named, missing
data is filled up and spikes are removed from the data.
After the cleaning the data of the markers are placed
on a skeleton. The skeleton is the basis for bone driven
animations in computer simulations and games. After
this process the results can be viewed on the character.
When needed the animations can be tweaked.
The facial recordings also need to be cut and cleaned,
before it can be analysed. This data is a video recording,
the cleaning involves removing flickers and noise. After
cleaning the footage can be exported to an acceptable
format and get analysed by Faceware. The resulting data
can be applied on a face rig to drive the bone animations
in the face. There was a problem with the head rig. LED
Light were installed on it and dimmed for the recording.
Top: custom made helmet rig for capturing facial animations.
Above left and right: captures from the helmet rig from two
different facial expressions
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This dimming caused a flickering in the footage. In the
cleaning stage this flickering could be removed. To avoid
this problem the LEDs shouldnt be dimmed.
To go through this process once on this scale results in
knowing all the steps and problems that can be encoun-
tered. There is only a limited amount of time in which the
recordings can be made, therefore it is of paramount
importance to have the preparation done right. Even
with good preparation unexpected problems can be
encountered. After the recordings analyses was made for
what went wrong and what went right and documented
this. Making it possible to streamline the process for the
next time.
To make this process go stream lined everything needs
to be known upfront. Most of the problems were due
to last minute changes. Only at the very last minute the
script was finalised, because certain information was
provided late in the process but recording date could not
be changed. This also led to the need to find a qualified
actor late in the process. Which caused problems with
the motion capturing suits.
During the recording several technical difficulties were
encountered. The first, flickering in the LED lights, was
easily avoidable if it was known this would be a problem,
by not dimming the lights. The second, a tick in the audio
recording, looked like a serious problem and caused the
recording to be halted several times, but it turned out this
could be filtered out later.
Another non-technical problem was encountered during
the first test with an actor. In which the actor tended
to overact which made the video images over the top
and therefore unbelievable in a game setting. This
feedback was given by a psychologist trained in human
interactions.
INTERACTIONDESIGN
A significant part of the Game Design is the interaction
design[21]. This is the collection of data that drives the
main part of the game. The simpler the interaction
design is formulated, the easier it is to design game-
play with it and keep an overview about what is going
to happen when the player goes down a certain path.
On the other hand, the design needs to be compli-
cated enough to support the games design.Above: our actress in a motion capture suit. The red-yellow figure
shows the digital representation of the skeletal data captured.
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The interaction design can be divided into separate
parts. The world states determine the state of
properties that are shared by the world. These can be
simple things, for instance if a door is locked or not,
but also the amount of leadership qualities the player
possesses. If somebody changes a world state, this
world state is changed for everybody. A world state
has a description, possible states it can be in and the
current state it is in.
Characters also have a state. The characters are the
virtual people on the space ship with which the player
can interact. The characters personality is defined by
two fixed values the agentic and communal values,
which refers to their position on the Circumplex Model
of Interpersonal Interaction. The characters have
two other values which change due to actions of the
player, one to keep track of how close the players
interaction with the character matches the communal
axis, this value is called oxytocin. The other value is
for the match on the agentic axis called stress.
A conversation is a collection of conversation choices
the player can make and responses that the character
can make together with links between these two.
A conversation choice include the subtitle of what
is said, the animations that needs to be played
and game play information like the position on the
Circumplex Model of Interpersonal Interaction, the
precondition needed to be able to view this option,
if it can be used as an interruption and the change in
stress and oxytocin of a character.
The responses also include the subtitles, animation
information and an oxytocin and stress level. These
levels are used to choose the response of the
character. The character will pick the response for
which the preconditions are satisfied and has the
closest matching stress and oxytocin values to the
characters levels.
The links define for each choice to which collection,
conversation choices or responses, it will go next.
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SCRIPT
Writing the script for this kind of game involves more
than just writing a story, which is hard enough on itself.
The scriptwriter needs to be aware of the research
behind soft skills and the rules that have been laid
down in the Game Design document[3].
The main interaction in the game, besides navigating
the world, is having conversations. These conversation
dont follow a single path, but the player can make
choices influencing the flow of conversation. This
means that the player needs to be presented with
several choices and the reaction of the virtual
characters need to be written based on these choices.
The current mood of the virtual character can also
determine the reaction of the virtual character. This
leads to a collection of responses that the character
can have due to the choice the players made in
previous conversations.
The personality of each character needs to be well
defined based on our research[5]. Only when the
personality is known by the player is it possible
to see the difference in behaviour. This behaviour
needs to be described, not only in what is said, but
in non-verbal cues that the player can pick up on.
These cues can come in many forms, for instance
facial expressions, body posture, pauses in speech or
position in a room.
The players actions influence the mood of the virtual
characters[21]. This has to be taken into account when
writing the conversations. How will the players action
influence the virtual characters? These changes in
the virtual characters need to be expressed in their
behaviour.
The choices that the players makes need to be
tagged on the Circumplex Model of Interpersonal
Interaction. For each result from a conversation it
needs to be determined if it influenced the emotional
bank of the character and if it showed leadership
quality[3].
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PROJECT SOFTSKILLS
FINAL MODELIn this process two variations of the model were
made, including the rig.
The first model was based on the first concept of
making a highly realistic character at a high quality.
This means high polygon count, detailed textured and
advanced rendering techniques. Due to the technical
difficulties, time constraints and updated knowledge
about the quality requirements a second model was
made at a lower quality.
For this second model all the steps needed to bring
the character in the game were finished. 3D Model
and texturing, skeletal animation and wrinkle maps.
This allowed for the testing of the pipeline and the
validation of the research, confirming that this style
and level of quality would be sufficient for conveying
emotions.
Above: a screen showing a project management approach to
handling a crisis situation. This information can be consulted
in-game.
Left: a final render of Ingrid.
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GRENDEL GAMES | MENGAGED
RESULTSGoing through the whole process, from Game Design
to in-game Testing, made us robust for the next
iteration. We know the problems we are going to run
into. This gives us the unique position to plan ahead
and change the design to avoid problems. We have
documented the process and set up the pipeline
needed to bring a virtual character to life in a game.
Our initial goal for the visual quality and style turned
out to be unnecessary to bring this project to a
successful conclusion. It also raised the bar to a
standard in which the production of the product ran
into problems and the cost of realising became too
great. This made us re-examine the primary goals of
the project and what was needed to achieve those.
Due to this turn around a feasible style was deter-
mined, which was backed by research, proving that
it can satisfy the demand to bring across emotional
expressions.
It also let us to the path of exploring more and
different channels of communication. This gave us a
wider palette to express our virtual characters. For
any future script we will write this will bring depth to
the world we are creating. This research also steered
us away from a simple model of the basic six emotion,
to a more rich world.
During the project the psychological model, on which
the game design and script should be based, got
fleshed out. The project started with a model we
were advised to use, but proved insufficiently verified.
During the run of this project we got into touch with
several psychologist and researchers who steered
us toward the Circumplex Model of Interpersonal
Interaction. This model gave us the basis for the
interaction design on which the script has to be based.
A lot of problems we ran into were due to the fact that
this knowledge came late into the project. We already
had materials produced and didnt have the budget to
revisit this production.
With this model and the updated knowledge we have
now we can start a new process of writing a Game
Design and a script based on this design. Unfortu-
nately for the pilot project we did not have the time
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PROJECT SOFTSKILLS
to do this. An interaction design was written with this
knowledge and can be re-used in a next iteration.
The design for this game needed to tie a lot of
different things together, the project management, the
psychology and the gaming elements in a feasible
and interesting way. The document that is produced
contains the solid core on which we can base any
future soft skills project. The setting and the script can
be adjusted to any specific desire.
Left: a screen capture of a conversation between the main
character Aaron and Ingrid.
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CONCLUSIONDuring the process of making the pilot we gained
all the knowledge we need to bring this project to
a successful conclusion. Unfortunately not all the
pieces fell into place at the right time. We stand now
at the point at which we have all the knowledge and
experience to make a game about soft skills.
When we started there was a lot of tension between
different aspects of the project: the psychology,
game design, project management and production.
Now these pieces fell in their place and we know
enough about all of them to correctly tackle each part
separately.
The game design principles, art style, pipeline and the
team are all ready to start this project from the ground
up and realise a project in which we create a game to
use as an environment for the training of soft skills for
project managers.
Would you like to know more about this research project or the possibilities for your business. Please contact
Jan-Jaap Severs from Grendel Games at j [email protected] +31 (0) 6 50 50 24 88 or Bertrand Weegenaar
from M-Engaged at [email protected] +31 (0) 6 83 80 17 09.
Or check out our website at www.grendel-games.com
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PROJECT SOFTSKILLS
REFERENCES1: Investopedia (http://www.investopedia.com/terms/s/soft-skills.asp)
2: Project Plan (201202 Projectplan Softskills 1.2.pdf)
3: Game Design (SoftSkillz_Design_document1.5.doc)
4: Project Management Institute, A Guide to the Project Management Body of Knowledge: PMBOK(R) Guide (893-7485908328)
5: Nicole Shechtman and Leonard M. Horowitz, Interpersonal and Noninterpersonal Interactions, interpersonal Motives, and the Effect
Frustrated Motives (http://psp.sagepub.com/content/32/8/1126)
6: James A. Russell, A Circumplex Model of Affect (https://www2.bc.edu/~russeljm/publications/Russell1980.pdf)
7: Artificial Expression in Soft Skills (artificial expression in softskills.odt)
8: Jari Ktsyri, Human Recognition of Basic Emotions from Posed and Animated Dynamic Facial Expressions (https://aaltodoc.aalto.fi/
handle/123456789/2807)
9: Jari Ktsyri, Vasily Klucharev, Michael Frydrych, Mikko Sams, Identification of Synthetic and Natural Emotional Facial Expressions (www.
isca-speech.org/archive)
10: Soft Skills: Non-Verbale Kanalen (nonverbaalMEUT.docx)
11: Technische Aanpak (Softskills_TechnischeAanpak_GTA.pdf)
12: The Secret of Cloth Simulation in Alan Wake (http://www.gamasutra.com/view/feature/4383/the_secrets_of_cloth_simulation_in_.
php?print=1)
13: Character Technical Documentation (Softskills_Research_Character.odt)
14: Softskills: Animation Research (Softskills_Research_Animation.docx)
15: Technical Implementation of Wrinkle Maps (Technical Implementation of Wrinke Maps.odt)
16: Jason Osipa, Stop Staring: Facial Modeling and Animation Done Right (978-0-470-60990-3)
17: Style Guide (Solitude - Style guide document.pdf)
18: Physically Based Rendering, And You Can Too! (http://www.marmoset.co/toolbag/learn/pbr-practice)
19: Environment Documentation (Softskills_research_environment.odt)
20: Pipeline Guide for Motion Capture (Pipeline mocap 2.docx)
21: Soft Skills Interaction Design (Interaction Design.odt)
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made possible by
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WWW.GRENDELGAMES.COM