utolypse: how interactive visual hints help players solve ...m0455c38s/fulltext.pdfutolypse, is a pc...
TRANSCRIPT
Utolypse
How Interactive Visual Hints Help Players Solve In-Game Puzzles
Thesis Draft
By
Yu Xiao
To
The College of Arts, Media and Design
In Partial Fulfillment of the Requirements for the Degree of Master of Science in Game Science and Design
Advisor: Celia Pearce
Northeastern University Boston, Massachusetts
December 2018
TABLE OF CONTENTS
Abstract 2
1. Introduction 3
2. Background 3
3. Game Design 9
4. Game Research 17
5. Results 19
6. Conclusion 23
7. Discussion 24
8. Appendix 25
Reference 26
1
ABSTRACT
The main purpose of the thesis research is finding out how the interactive visual hints
help players solve the in-game puzzles. In order to test this design problem, I and another
GSND student Zhihui Chang created a game Utolypse. This paper provides a brief
overview of the game, Utolypse's design process, including the design of the game's
mechanisms, dynamics, and aesthetics, as well as the design of each puzzle in the game.
In order to learn how hints will help players solve the in-game puzzle, an A/B test was
selected as the main experimental method. During the experiment, participants were
randomly divided into two groups. One group played the game with hints, and one without.
By comparing the time the player uses to solve single puzzle, we found that with hints,
players can better improve their game strategies in playing the game, so as to more
effectively master the game.
Keywords: Puzzle game, Game design, Visual design, Interaction, A/B test
2
1. Introduction
Video games have different design considerations and usability issues than other
types of software. The ISO 9241-11 definition of usability includes three independent
measures including efficiency, effectiveness, and satisfaction. In the case of video game
usability, effectiveness and efficiency are secondary considerations in relation to satisfaction
(Federoff, 2002).
Utolypse, is a PC based puzzle game, which requires players to use the camera to
adjust the angle to solve the puzzles. When designing the game, we focused on how to satisfy
players by offering a superior game experience. The core mechanic of puzzle game is that
players should take use of the existed function and information to solve the puzzle and
achieve goals. In puzzle game design, the information almost equals to hints. Generally,
game should give hints, but not too many (Clanton, 1998). Therefore, the way of giving
players information becomes an important indicator for judging whether the game is
satisfactory to the player.
Games deliver messages to the user in an unobtrusive way that does not require users
to dismiss, acknowledge, or address those messages. Games have shown that reducing
demands on the user’s attention can aid performance; through the use of sound, speech,
transient text, and animation, games communicate in a calm manner that promotes a fluid,
uninterrupted workflow (Dyck, Pinelle, Brown, & Gutwin, 2003). In order to find out the
best way to give players hints, game designers need to know how most existing games give
players hints. There are several ways that are used in giving hints in puzzle game: context
3
hint, image hint, pattern hint, resource hnt and mechanic hint (Murphy, 2011). Giving
context and image as hints is much more easier for players to get information, because the
brain can get more useful information from the context through experience, and the brain
processes the image 6000 times faster than the context (Blacker & Curby, 2013). Pattern is
similar to a mathematical way, it needs players to have a certain classification and summary
ability to find a way to solve the problem. Resource is about trial and error. And the
Mechanic Hint, such as Monument Valley (USTWO, 2014) is more about giving players an
overall understanding of how to play the game and build up their own strategies.
The player will spontaneously apply the previously acquired information to the
following game, especially the information the player gets during the interaction (Blacker &
Curby, 2013). So the game takes use of the most general way of hints design, mechanic hint,
and efficient way of hints design, image hint to build up the Puzzle 4&5. For these two
puzzles, players need to solve an image based puzzle first, and then use this image to solve
the next puzzle. Of course, players won’t be told that there is a specific relationship between
these two puzzles but will only discover this through gameplay.
4
2. Background
Different Approaches to Hints Design The puzzle game means that the puzzle will be solved. This ultimate purpose requests
game designers to balance puzzle design and giving hints. In Greek mythology, Hera Sphinx
sits on a cliff near the city of Chapel, stopping passers-by and asking them the riddles taught
by Muse. Those who cannot answer the riddle will suffer a fate typical in such mythological
stories, as they are killed and eaten. One riddle is: "Which animal walks with four legs in the
morning, walks with two legs at noon, walks with three legs at night? When the legs are the
most, it is also the time when he walks the slowest and has the weakest physical strength."
Oedipus gave the correct answer which is the "person". Sphinx was ashamed and was killed
by Oedipus (Janice Siegel, 2005).
This myth reveals the basic structure of the puzzle game: starting with a goal and
encountering the obstacle that has to be broken. The obstacle has a unique solution, trying to
find this unique solution, constantly breaking these obstacles to solve the puzzles and
eventually accomplish their goals in this world. This is the basic prototype of the puzzle
game. It’s not only the structure of the puzzle games, but also everyone’s life structure.
That’s why games with high-quality metaphors and hints are more fascinating.
Gorogoa is an elegant evolution of the puzzle genre. It uses the graphics in the
painting (Figure 1) as the interactive object. By using a large number of familiar art elements
to activate the impressions associated with the player's knowledge structure, Gorogoa gives
the player a emotionally rich experience of the world. In the game, players can discover
5
hidden hints through interactive elements in the screen. Gorogoa flexibly uses the easily
recognized icons, such as “?” and different animations freeze time to differentiate the
importance of different content to guide the player to find the hints.
Figure 1. Interactive Hints in Gorogoa
Humans like the challenge that do not exceed the limitation of their abilities, which in
puzzle game design means objectively solvable problems. Besides, humans always have
greater desires to work on something that they know will give them desired results. In order
to keep the beauty of the overall picture (Oosterbeek, Sloof & Kuilen, 2004), Gorogoa only
gives a simple hint of how to move the frame at the beginning of the game. However,
objectively, the lack of hints raise the difficulty of solving the puzzle.
In contrast, Shadowmatic, a mobile based puzzle game, in which players should rotate
abstract objects in a spotlight to find recognizable silhouettes in projected shadows, relevant
6
to the surrounding environment, which provides players with more opportunities to acquire
hints. To start playing the game, players are requested to finish the tutorial level. The tutorial
level gives players two specific hints that will help players understand the game mechanics,
text guidance and image guidance. A progress bar directly below the screen will show the
completion of the current shadow. Due to the nature of free-to-play games, game designers
want to reduce the likelihood of players quitting the game, so they choose to consume more
game resources to give more hints to players.
Figure 2. Tutorial of Shadowmatic Figure 3. Formal Level
Figure 4. Shadowmatic interface, showing how resources can be used to acquire hints Figure 5. Level Loop
But Gorogoa and Shadowmatic have one thing in common. The player knows that the
information given by the game is hints. So the players have a very clear understanding that
they need to use this information to solve the puzzle. Another common way is to increase the
complexity of the game space, allowing the player to find hints themselves, for example The
7
Room series.
Figure 6. Puzzle Solving Process of Room
Figure 7. Puzzle Solving Process of Room
In addition to the methods that are widely used to give hints in the puzzle game, such
as important props, visual tips and text prompts. There are trigger hints after clicking actions,
story hints appearing in the form of props and message comments, and puzzle tips that need
to be viewed in a specific box, and will be opened as the trial time increases. However, the
player needs to repeatedly view different spaces to obtain specific hints. This way of
obtaining hints and implementation lacks the ingenuity of the puzzle game, and is similar to
the "complete task" mode in the RPG game. But adding hints finding in the gameplay does
help the player to solve puzzles and have a better understanding of the game world itself.
8
3. Game Design
3.1 Overview
Utolypse is a first-person perspective spatial puzzle game, which uses change in
perspective as its primary mechanic. During the game, player solves the puzzle by changing
the camera angle and the position of the character in the space environment. The puzzles in
the game are designed based on the specific game scene, and the player is given hints
through the specific association between puzzles to help the player find the solutions.
3.1.1 Tools
Compared to Unity 3D engine, we chose to use Unreal as our main develop
platform, because Unreal default materials and assets are of higher quality and it tends
to better suited for HQ/performance applications. Besides, the source code for Unreal
is public(Mueller, 2018). We also use MAYA, which can perfectly complete
modeling and texture work, as our 3D model editor.
3.1.2 Background Story
The story of Utolypose is inspired by scientific experiments conducted with
rats and mice in 1972 by John Calhoun. He built a mouse paradise with beautiful
buildings and limitless food, which called Universe 25. He introduced eight mice to
the population. Universe 25 started out with eight mice, four males, and four females.
By day 560, the mouse population reached 2,200, and then steadily declined back
down to unrecoverable extinction. At the peak population, most mice spent every
9
living second in the company of hundreds of other mice. They gathered in the main
squares, waiting to be fed and occasionally attacking each other. Few females carried
pregnancies to term, and the ones that did seemed to simply forget about their babies.
They'd move half their litter away from danger and forget the rest. Sometimes they'd
drop and abandon a baby while they were carrying it. The result of Universe 25 gives
us a warning: If this behavior is shared by both mice and humans, can we escape
Universe 25's fate? (Esther, 2015)
In this game, the player becomes one of the last humans remaining. The reason
that humans are extinct is not because of a world war or nuke bombs. Instead, humans
build up a Utopia but everyone becomes selfish and only cares about themselves. The
refusal of responsibilities leads to some "beautiful men." (like the "beautiful rats" in
the experiment Universe 25, whose rats did nothing every day and only makes itself
beautiful without scars or bites. )
3.1.3 Goal
Like the mice in the Universe 25, players will wake up in a basement and find
themselves trapped here. So they need to take use of all the information they can
collect to find a way out of this space. Simply speaking, players need to find the
password for each locked door and then get out of this space.
3.2 Design
3.2.1 Puzzle Design
10
In addition to the key puzzle in the tutorial, The key numbers are split into
several parts, each mapped to a different position in the scene. When the player
reaches a certain position, by changing the camera view, players can get the complete
number.
For the purposes of the study, the second and third puzzles were designed to be
associated puzzles. The second puzzle requires the player to find the number on the
door of the cell and enter it on the computer to open the door of the Basement. In this
puzzle, the player will be introduced to two mechanics of the game. The first is to
open a door by entering the password, and the second is the order of the password
numbers is related to the color sequence.
Figure 8. Hints of Color Sequence & Screenshot of one Puzzle
In order to get the result of the interactive design to enhance the player's
mastery of the method of solving the puzzle, two different versions of the A/B Test
will be designed on the second puzzle. One has the color sequence bar shows on the
screen will appear again, while the other will not. In the third puzzle, the player must
find the number in “Prison” and use the same color sequence to get the order. By
11
comparing the two different versions, the length of time that players spent on solving
the third puzzle and records whether the player returns back to Basement to see the
previous color order to draw conclusions.
3.2.2 Spatial Design
- Basement
The tutorial level is based on a prison scene, which has a basement. According
to the background story, the basement is a secret experimental base which
stores a lot of human samples for experimentation.
Figure 9. Screenshot of the Basement
- Prison
Prison is the second main scene, after player solve the puzzle in the basement,
they will get into the prison building. There is only one puzzle in this scene,
which is finding the hidden password number. This puzzle requires the player
12
to find the numbers in combination with the perspective and position learned
in Basement, and use the color sequence showed in the Basement to get the
right order and open the door to Prison.
Figure 10. Screenshot of the Prison
3.3 Game Design Research
Two playtest were planned in the game design research process, the first one is used
to test the gameplay and the puzzle's difficulty-increasing design. Based on the result, a
design iteration will be performed. The second playtest will be used to test the playability of
the game and the length of the game to facilitate the research test.
During the playtest, the total game duration of the participants and the time spent on
the individual puzzles will be recorded. After playtest, the participants will be interviewed to
get more data. The interview data will be re-interpreted to determine the gap between the
player experience and the game design theme, so as to make the next optimization plan.
3.3.1 First Gameplay Playtest
13
The purpose of this playtest is making sure the game mechanics and aesthetics can
work as we expect.
- Result
1. Quantitative Data
First Playtest 29/01/2019: Prototype (Participants: 4)
Participants Time
Puzzle 1 Puzzle 2 Puzzle 3
1 30s 274s 163s
2 30s 55s 60s
3 28s 80s 30s
4 22s 60s 60s
From the result sheet we can easily find that, the average time of solving the
first puzzle is about 27s, so we can say that the difficulty of the first puzzle is
appropriate, the player can quickly grasp the unique way of solving puzzles in this
game. However, puzzle 2 and puzzle 3 show great deviations in the data. After
removing the maximum value, we will find that the average time to solve the second
puzzle and the third puzzle is 65s and 50s respectively. However, since the design of
the 1-3 puzzles is to teach players the mechanics of the game, the first player's
maximum value cannot be ignored.
1. Qualitative Data
Questionnaire: Only use for the design playtest
1. What do you think the game scene(game story) should be?
14
Summary of Results
3 participants think this is a prison, the player has to try to escape from it, while a participant thinks this is a space capsule, the player plays the role of a spy and needs to escape from the place after stealing some important information.
2. Can you repeat what the three puzzles in the game are?
Summary of Results
Almost all participants can tell the specific content of each puzzle after the game. Three of the participants are aware of the hints in the third puzzle, and quickly solve the third puzzle according to the hints.
3. What do you think is the key to solve puzzles?
Summary of Results
All of the participants mentioned the need to pay attention to the discordant things in the game scene. These dissonant elements generally have certain implications and can help them solve the puzzles.
4. Have you played one of those game before? Shadowmatic, Gorogoa and Unfinished Swan?
Summary of Results The participants have not played the above games.
- Conclusion
Based on the qualitative data, it can be found that the methodology of the
game scenery design is different from the participants' understanding during playing
the game, but it does not affect the participants' game process. Although participants
do not have rich experiences in playing the puzzle game, they can quickly learn game
mechanics and discover hidden hints during the game. The difficulty of the puzzle in
the game is gradually increased, but it can be clearly found that the difficulty span of
15
different puzzles is too large, so that the participants' game process is not very smooth
and used too much time in the second and third puzzles.
Therefore, in the iteration process, it is necessary to better coordinate the
game's aesthetic and mechanics, and at the same time reduce the gradient of difficulty
improvement between the puzzles, so that the player's game process is smoother.
3.3.2 Second Gameplay Playtest
The game which is used in the second playtest test is the iterative version based on the
results of the first playtest. The purpose of the second playtest is to test the mechanics of
puzzles and the hints we give in this version.
- Result
1. Quantitative Data
Seconde Playtest 21/02/2019: Prototype (Participants: 8)
Name Time
Puzzle 1 Puzzle 2
Participant 1 Video Broken
Participant 2 45s 105s
Participant 3 35s 113s
Participant 4 10s 111s
Participant 5 35s 165s
Participant 6 108s 72s
Participant 7 15s 192s
Participant 8 15s 98s
2. Qualitative Data
16
Questionnaire: Only use for the design playtes 2.0
1. What do you think the game scene(game story) should be?
Summary of Results
Participants feel that they were in a prison, in which they need to find some hints to help them escape from that room.
2. What is your strategy to solve the second puzzle?
Summary of Results
1. 2 participants say they notice that there are disordered numbers on the wall so, at the time they are told to enter the password, they just go back to check these numbers. 2. 2 participants just entered random numbers such as 1111 or 1234, to see if it can work or not. They said that they didn't notice the numbers on the wall at first time, but after they saw the hints in the text dialog, they found the right numbers. 3. Other 4 participants said that after they are told to enter the password, they just looked around in the basement, and found these 4 numbers. They tried to enter the numerical order from left to right and right to left, respectively, and finally entered the correct password.
3. Do you remember the color order of the passwords?
Summary of Results
5 participants remember three of them and their order, and the other three participants can only remember less than or equal to 2 colors and their order.
- Conclusion
Based on the second playtest, it can be found that, after iteration, the unity of
the game aesthetics and the mechanics have been greatly improved. The difficulty
gradient of the puzzles in the game has been decreased, and the consistency of the
participants' game experience has improved. At the same time, in this playtest, the
game with hints version was tested. Participants generally believed that hints would
be of great help in solving puzzles. Not only that, but the information obtained in
17
solving these puzzles have left a deep impression in the participants' minds, and can
help solve related problems in subsequent levels.
4. Game Research
4.1 Participants
There are 16 participants in this research, all of whom are older than 18 years old and
not color-blind. Participants agreed to screen recording during the playtest and accepted the
questionnaire after playtest, while allowing testers to use their data which is collected during
the playtest. These 16 participants will be randomly divided into two groups, one group will
playtest the version with hints and the other group will playtest the one without hints.
4.2 Procedures
The playtest will be carried out in a closed room with computers, tables and chairs.
Each participant will be given a number card before entering the room. After setting up the
screen recording service and other facilities, the participants will test the game in the room
alone. And after the playtest, the participant will be given a questionnaire survey and the
survey will be administered in person.
4.3 Measures
Here are the data collection instruments.
- Questionnaire Sheet
18
- In-Game Data Collection Sheet
Game Data Collection
Group A: With Hints, Group B: Without Hints
Participant Group Participant Number Time: s
Puzzle 1 Puzzle 2 Puzzle 3
A
B
5. Result
5.1 Quantitative Data
The participants in group A played the game with hints and group B played the game
without hints. For some technical issues, the playtest data from one participant in each of the
two experimental groups are lost. Based on the usable data, we can find that, the complete
19
rate of group A, which played the game with hints is 37.5% higher than the group B. For the
average time used to solve the puzzle 1 & 2, there is no significant difference between group
A and group B. But for the puzzle 3, participants in group B spent an average time of 60s
more than group A to solve the puzzle 3.
Game Data Collection
Group A: With Hints, Group B: Without Hints
Participant Group
Participant Number
Time: s Complete(Y/N)
Puzzle 1 Puzzle 2 Puzzle 3
A
1 17 60 112 N
2 15 25 187 Y
3 40 86 250 Y
4 38 10 230 Y
5 11 11 192 Y
6 5 59 104 Y
7 Data Lost Y
8 9 27 132 Y
Average 19.29 39.71 172.43 Complete
Rate 87.50%
B
1 36 33 157 Y
2 Data Lost N
3 31 38 232 N
4 71 26 222 Y
5 20 41 373 N
6 31 20 150 Y
7 15 27 355 N
8 10 16 134 Y
Average 30.57 28.71 231.86 Complete
Rate 50%
20
5.1 Qualitative Data
It can be seen from the pie charts that the types of games that the two groups of
participants are good at are more evenly distributed, which can exclude the deviation of the
results of a group of participants who are more proficient in the puzzle game.
Figure 10: Left one from Group A, right one from Group B
By analyzing the results of questionnaire, we can find that the 87.5% of participants
in group A remembered the right color sequence but only 50% of participants in group B
remembered the right color sequence. Most of participants both in group A & B said that
following the context hints can easily solve the puzzle 1 & 2.
Strategy
Group A B
Strategy in Solving
Puzzle 1 & 2
1 2 1 2
1. Follow the context hints
2. Explore the basement, see the numbers and try the
1. Accidentally complete the key 2. Follow the context to the control room, try random
numbers, notice the color sequence bar then go back to check the numbers on the wall
1. Follow the context hints
2. Explore the basement,
see the numbers and
1. Accidentally complete the key 2. Follow the context to the control room, try random
numbers, notice the color sequence bar then go back
to check the numbers on the
21
numbers in different
sequence
try the numbers in
different sequence
wall
Summary from
Solving Puzzle 1 &
2
Using the camera perspective to complete things, the password is not random and player needs to find them, may have a certain color
sequence?
Using the camera perspective to complete things, the password is not random, player
need to find the password numbers.
Strategy of Solving Puzzle 3
1 2 3 1 2 3
Find the exit first, and check the
color sequence on the numeric pad, then
looking for the number by using the camera.
Each number has a different structure, you can guess the number based on the pieces found and find the password according to
the color sequence
Find 3 obvious numbers, find the remaining
numbers based on the
color sequence, or
find the password by exhaustive
method.
Remember the color sequence
which used in the basement, and find that the numeric pad is same.
So just looking for the
numbers
Trying to find the numbers on the wall or inside each room but
failed
Looking for the exit and notice that there is a
small color bar, and then trying to find all the four numbers.
While asking about the strategy they formed after finishing the puzzle 1 & 2, 50% of
participants of group A mentioned that they found that there is a color sequence that maybe
an important hint, and only 25% participants of group B said that they noticed that the
numbers of puzzle 2 are shown in different color and thought that it maybe a hint. For puzzle
3, all the participants in group A noticed that there is a hint of color sequence, but just half of
the participants in group B notice that the password numbers should be entered based on the
color.
22
6. Conclusion
In order to find out whether the interactive hints will help players solve the in-game
puzzles, we took use of two levels of Utolypse which has three puzzles. The first puzzle is
used to give participants an overview of this game and introduce some basic mechanics such
as how to use the camera to solve puzzles. The second puzzle gives participants two
significant information, enter a certain password to open the locked door and the numerical
order of the passwords needs to match the color sequence. These mechanics and hints will be
used in solving the third puzzle, which is located in the main prison building. Participants
need to stand at a specific location and adjust the camera to find the numbers and then, based
on the hint of color sequence to get the right order of these numbers. Finally, participants
enter these numbers, which will be the password of the entrance to solve this puzzle.
Through research, it is not difficult to find that hints can not only help players solve
puzzles during the game, but also help players to continuously improve the game strategy
during the game, so that players can better adapt to the rising difficulty of the game.
Compared to the context hint and image hint, the interactive hint will leave a deeper
impression on the player's mind. By constantly using interactive hints to enhance the player's
memory of a specific hint, it can not only reduce the need of space in the UI design for
storing hints, but also allow the player to focus more on the game itself.
23
7. Discussion
For game designers, no matter which type of game is designed, it involves the
question of how to give the player hints. Traditional methods, such as context hints or image
hints, make it difficult for players to grasp the important information that the game has to
convey in a short period of time, thus unconsciously increasing the difficulty of the game.
The UI interface design provides the player with an information window that can be viewed
all the time. Although the game prompts can be effectively utilized, the content contained in
the UI interface is too complicated. Not only that, but players tend to look at them when they
need to, rather than remember, which affects the player's focus on the game itself.
Through research, we have demonstrated interactive hints, especially which is
interrelated are very helpful for players to master the game method and formulate their own
strategies. This conclusion can help game designers to find a better way to give players
important information.
Although for research itself, the limited number of participants in a single research
group may result in bias in the data obtained. Besides, there are only 3 puzzles in Utolypse,
and the average game time is about 6 minutes, which may have a chance to cause certain
research bias. During the research, group A and B respectively had a participant's playtest
data lost, and the influence of the data of these two players could not be ruled out.
24
8. Appendix
[1] Video Records of Playtest: https://drive.google.com/drive/folders/1XdrwXRtXXJKfNVmbkCf4RAOO23QzYs_0?usp=sharing
[2] Surveys: https://drive.google.com/drive/folders/1qY6kAKrkHpwy_LOhkg507z6LkWXeUF8H?usp=sharing
25
Reference Blacker, K.J., and Curby. (2013) K.M. Attention, Perception, & Psychophysics (2013) 75, 1128. https://doi.org/10.3758/s13414-013-0487-0 Clanton, C. (1998). An Interpreted Demonstration of Computer Game Design. Proceedings of the conference CHI 98 Summary on Human Factors in Computing Systems. 1–2. Dyck, J., Pinelle, D., Brown, B. A., and Gutwin, C. (2003). Learning from Games: HCI Design Innovations in Entertainment Software. Graphics Interface 2003 , 237-246 http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.122.6347&rep=rep1&type=pdf Federoff, M. A. (2002). Heuristics and usability guidelines for the creation and evaluation of fun in video games Doctoral dissertation, Indiana University. Grice, R. (2000). I’d Rather Play Computer Games Than Do Real Work! (Wouldn’t you?): The Appeal and Usability of Games Interfaces. Proceedings of the conference Make It Easy 2000, IBM. Retrieved from http://www3.ibm.com/ibm/easy/eou_ext.nsf/Publish/1217 Murphy, C. (2011). Top 10 Puzzle Solving Tips. Retrieved from https://www.bigfishgames.com/blog/top-10-puzzle-solving-tips/ Siegel, J.(2005). The Sphinx and Oedipus Rex: DR. J’S ILLUSTRATED GUIDE TO THE CLASSICAL WORLD. Retrieved from http://people.hsc.edu/drjclassics/texts/Oedipus/sphinx.shtm Oosterbeek, H., Sloof, R. & van de Kuilen, G(2004). Experimental Economics 7: 171. https://doi.org/10.1023/B:EXEC.0000026978.14316.74 Esther Inglis-Arkell. (2015, February 24). How Mice Turned Their Private Paradise Into A Terrifying Dystopia. Retrieved from https://io9.gizmodo.com/how-rats-turned-their-private-paradise-into-a-terrifyin-1687584457 USTWO. (2014). Monument Valley[Mobile Game]. London, England: USTWO Studio. High-end 3D Visualization with CityEngine, Unity, and Unreal. (2018). [PDF file].
26
Retrieved from http://proceedings.esri.com/library/userconf/devsummit18/papers/dev-int-142.pdf
27