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SOFT SKILLS
TRAINING
PROJECT SOFTSKILLS
GRENDEL GAMES | JAN-JAAP SEVERS
+31 (0) 6 50 50 24 88 | JJ@GRENDEL-GAMES.COM
M-ENGAGED | BERTRAND WEEGENAAR
+31 (0) 6 83 80 17 09 | BERTRAND@M-ENGAGED.NL
PROJECT SOFTSKILLS
INTRODUCTION
In this document the process of researching and
whole.
DOMINANCE
COMPETITIVE
LEADING
OFFENSIVE
HELPING
HOSTILE
AFFILIATION
REBELLIOUS
COOPERATIVE
WITHDRAWN
FOLLOWING
SUBMISSION
PROJECT SOFTSKILLS
BACKGROUND
We set out to make a project in which we can teach
skills.
managers. It also allowed us to integrate the feedback mechanism for the player into the game world.
ORIGINAL
GOALS
The original goal for this project was to create a game
PROJECT SOFTSKILLS
GAME DESIGN
To place this document in perspective an overview
[3]
interactions.
space station.
respond to that.
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PROJECT SOFTSKILLS
PROJECT
MANAGEMENT
During the project the team worked together with
presentation:
lessons.
11
PROCESS
BUSINESS
CASE
A group of MBA students, under the name TopGun,
from IBO did a five month research on the business
MODEL
FOR COMMUNICATION
managementboek.nl.
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PROJECT SOFTSKILLS
DOMINANT - ASSURED
90O
DISAGREEABLE MISTRUSTING
135O
DOMINANCE
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
AFFILIATION
COLD - 180O
UNFRIENDLY
0O WARM FRIENDLY
INTROVERTED INHIBITED
225O
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READING
OF EMOTION
FROM FACIAL
EXPRESSIONS
system with which the player can read the stress and
PROJECT SOFTSKILLS
person she bought the car from, not just that she bought
[8][9]
CHANNELS
OF COMMUNICATION
TECHNICAL
REALISATION
OF STYLE,
QUALITY,
MODEL
AND RIG
PROJECT SOFTSKILLS
bones will be used, that can freely move in the face. This
allows for movements like the bulging of cheeks and the
for the teeth, the tongue and the eyes will be delivered,
with respectively 1000, 100 and 1000 polygons. [11]
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PROJECT SOFTSKILLS
CLOTHING
AND HAIR
computational intensive.
Upper left: The jacket rig on top of the regular game skeleton from
Alan Wake.
long hair that falls over the shoulders when the head
setting of the game. Short hair moves very little with the
[12]
Lower left: The mesh of the jacket that will be transformed by the
jacket rig from Alan Wake.
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MILDLY
SCATTERED
LIGHT
HEAVILY
SCATTERED
LIGHT
LI
G
T
H
OILY LAYER
EPIDERMIS
BLOODY DERMIS
REALISTIC
CHARACTER
SHADING
surfaces like skin a part of the light bounces of, but some
light also travels through the upper layers of the skin and
PROJECT SOFTSKILLS
performance[14].
diffuse texture.
FACIAL
ANIMATION
this count, the more difficult the face is to animate and the
ENVIRONMENT
The 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.
can be created at high detail. This techniques does not
PROJECT SOFTSKILLS
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LIGHTING
rendering pass[19].
RECORDING
PIPELINE
realise.
animations[20].
PROJECT SOFTSKILLS
recording.
long shot).
All three recordings need t o be processed and cleaned.
This script is usually divided into small visual frames to
the script. These are the final recordings that are made
was made.
interactions.
INTERACTION
DESIGN
PROJECT SOFTSKILLS
characters levels.
SCRIPT
PROJECT SOFTSKILLS
FINAL MODEL
In 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.
RESULTS
Going through the whole process, from Game Design
Our initial goal for the visual quality and style turned
expressions.
With this model and the updated knowledge we have
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nately for the pilot project we did not have the time
PROJECT SOFTSKILLS
CONCLUSION
During the process of making the pilot we gained
separately.
team are all ready to start this project from the ground
up and realise a project in which we create a game to
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 jj@grendel-games.com +31 (0) 6 50 50 24 88 or Bertrand Weegenaar
from M-Engaged at bertrand@m-engaged.nl +31 (0) 6 83 80 17 09.
Or check out our website at www.grendel-games.com
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PROJECT SOFTSKILLS
REFERENCES
1: 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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