Turku Hub - Report from February Gathering With NAPCON

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”To err is human. To improve is NAPCON” says the slogan. NAPCON brought a whole team of people to their presentation at the IGDA Turku Hub February Gathering.

What is NAPCON? It is a company that is part of Neste, and they make games to teach operators how to operate different complex industrial plants.

It takes years to learn to operate these systems, and previously teaching was done with normal classroom and textbook studies. Newbies got mentoring from senior operators as they learned how to run the operator systems. The idea of NAPCON is that educational games could make this process much more effective, and fun. Speaking of fun: David Hasselhoff promotes the company’s games in a series of commercials.

Learning how to run petrochemical plants and biorefineries is very complicated. It takes a lot of skill to control a plant. The systems are more complex than passenger air planes. It takes years to learn all the dynamics, says NAPCON production manager Tuomo. With the game the operators can learn the basic principles and controls. So far there have not been many good tools to train the operators.

At the same time the simulations need to be innovative. The games have to be accurate representations of the real thing. At the gathering the audience had a chance to see the game in action.

The development team consists of people with different skill sets, but most have a background in chemical engineering. The team wants to make customer oriented educational games. The operators need to learn the right things. That is why the team has close contact to the industrial customers, visiting the plants and so on. Pedagogical skills are of course also important in developing educational games. NAPCON is a tiny unit, and that means they can be flexible like a startup, and make fast changes.

The learning process has also been gamified by company wide operator competitions: the operator world cup. This way the operators can also show off their skills. And like the Hoff says: it is important to stay zen and keep cool in stressful situations. This is certainly tested in the operator world cup.

Q & A with the audience:

Q: Is the UI same as the real refinery?

A: The UI is a simplification, it kind of looks similar but not quite. We wanted to make it more pleasant, beautiful and more illustrative. So you get an idea of what is happening in there. We replicate the information and the numbers, and let them learn step by step

Q: Can anyone play?

A: It starts easy
 *Natasha tries the game, and fails miserably after few minutes :D* If you know nothing you might have to read something about processes.

Q: Do you have levels where there are no right answers?

A: We considered it, but situations where you cant do anything are not so educational.

Q: Will the player see what went wrong?

A: There is a ”game over”. When something went wrong, something was not allowed. In most situations there is feedback for how you can do better etc.

Q: You don’t have a game designer in your team, how do actually get your player on board the game? Where is the game designer?

A: I would not say we don’t have game designers. Most of us are multidiscipline people that have connections to game development, but we also use outsourcing. We don’t have graphic designers, that is also outsourced. We are bit by bit expanding knowledge in game design, and we do have some serious hard core gamers in the team. FYI we have an office in Turku.

Q: The best learning comes from fun. How do you make it fun? Who is responsible for making the fun? And the team that won the world cup, did they get more money?

A: We don’t know what the Hungarians got :D Some companies do connect the salary level to the education that operators have.

On the fun side, it’s hard to make educational games fun. We have to take the aspect of the game being closely tied to the real environment, and then adding a layer of gamification around something that is complex.

Q: You said you have done this to biochemical companies, what other fields?

A: Customers in bioindustry. But with the generic games, like distillation games, it doesn’t matter what industry teaches the fundamentals. Then we make tailor made games for specific customers related to their industry. These are not as fun


Q: The score: what are the criteria for the first level and the process score? Could these be used for cruise ships?

A: Scores are tied to what we want to teach. Yes, why not for cruise ships!

ReVersed Submissions Closing Soon

The Big Indie Fest at ReVersed is an indie developer focus gaming event taking place in Vienna this summer from July 5-8. Game submissions for the event will be closing March 31st.

The Big Indie Fest is open to alpha, beta, and even early published games, so don’t hesitate to sign up even if you just have a demo you’d like to present; as long as it’s playable.

If your game is selected your team will get:

    Access to exclusive meeting system
    Access to all talks & workshops
    One table: 1,2 x 0,80m
    Up to 4 chairs
    In case of VR: 2 – 3mÂČ
    Power strip

For more information visit: http://www.reversed.at/developers/

 

Helsinki Hub: Non-Commerical March

By Giorgos Riskas and Roope Sorvo

The March IGDA Finland gathering at the Helsinki Hub was a non-commercial celebration. It was the first unsponsored Helsinki event in a number of years and opted to focus on other non-profit game initiatives taking place across Finland.

The seminar highlighted the work of industry wide game consortium that has been working together to address the upcoming General Data Protection Regulation. The talks were an introduction and warm up for a bigger GDPR event that will be held at the Supercell office on March 28th. Anyone working for a game development studio interested in joining the upcoming GDPR event, should send an email to gdpr (at) neogames (dot) fi.

Neogames Senior Policy Analyst Jari-Pekka Kaleva, presented six steps to prepare your company for the upcoming changes. He highlighted the practice of implementing “privacy by design”, which will require both big companies and indie developers have to adopt a new mindset when it comes to handling data and how the new rules  affect their revenue. “The fact is that this is a new situation and it is hard predict how exactly games industry will change ”, Kaleva said, “But we definitely have to start implementing the new rules now  and see where that leads on the long term.”

Petri Hyökyranta, CTO of Rovio Games, has recently been busy interpreting how to best implement the GDPR requirements into games. He shared how Rovio is approaching the upcoming changes. Over the course of last few years, Rovio has worked alongside several other Finnish game studios and policy analysts to create an industry wide GDPR task force where game developers can get info they need regarding the upcoming changes, exchange thoughts and seek opinions and views, all in one convenient space. Hyökyranta says that as of now there are no definitive right answers regarding the best plan going forward, but game teams  need to understand what data they are collecting, why it is being collected and how it is being processed. It is clear that the best approach to addressing the GDPR is working in a collaboration with and between  game developers all over Europe and new companies are joining the task force daily. Anyone interested to joining the task force, should contact J-P or Petri to get things started.

Kaisa Salakka, Product Director at Unity, talked about how GDPR will affect monetization in games, using Unity as an example. Like Hyökyranta, Salakka believes that at the moment everything is a bit blurry regarding the legislation, and that it might take a few years for companies to adjust to the changes. The procedure of getting there might have some revenue impact for both indie developers and bigger companies. She also believes that change of regulations in the European Union might be a disadvantage to those in competition with companies outside the EU.

The presentations sparked a lot of conversation and questions in the audience, which featured noticeably more top management participants than usual. The audience and speakers concurred that the regulation will impact student projects and educational institutions will need to adapt their curricula to adapt to the upcoming changes.

The serious tone of seminar was lifted, when Jonne Harja, board member of Finnish Game Jam Association and super jammer Samuli JÀÀskelÀinen gave a lighter presentation about game jams the activities of the Finnish Game Jam (FGJ). The entertaining duo showcased many of the weird jams and stunts the association has organized jamming in a bus, in a remote cabin in the middle of wilderness (Survival Jam), and on back of a bike (JamBike).

Appropriately, the Demo Corner featured games from two events organized by FGJ, the Sami Game Jam in February, and this year’s Global Game Jam, featuring the theme of ‘transmission’. My Turn to Pew is a turn-based SHMUP where the player moves in 1-second bursts, and the world around the ship only moves during that same time. Incoming Transmission is a simple 2D game where the player pilots a ship with an increasing delay between the player inputs and the ship’s response, asking the player to be able to predict and calculate further and further ahead. Wasteland Trader is a post-apocalyptic exploration game where the player trades items with other entities they encounter in order to collect pieces required to repair a radio tower. Exploding Babies is a hectic 4-player battle arena game where the players try to win by detonating the babies of other players using sound waves.

Despite the lack of a sponsor, nearly 300 people turned out for event.

 

Theme Park Organizing Free Art Workshops in May

Theme Park is organizing two wonderful three-day workshops in Kouvola on May 25-27 at the Meduusa studio. The workshops will be lead by Ivan Smirnov and Evgeniya Zherebtsova, two professional teachers from the Smirnovschool, an online digital art school. They both have nearly a decade of experience in creating art for entertainment industry.

Please note that both classes require intermediate knowledge of Photoshop and will be running simultaneously, so it’s impossible to attend both of them.

For more information and to sign-up please visit the Eventbrite page:
https://www.eventbrite.com/e/theme-park-may-workshops-tickets-39083196894

Theme Park is a group of people passionate about making art for the entertainment industry, who want to share their knowledge with other professionals, hobbyists and students.

 

 

Reboot Develop Reduced by 10%

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Reboot Develop 2018 is taking place in the historical city of Dubrovnik, Croatia, from 19th to 21st of April. In its fifth year, it solidifies its position as a worldwide game industry event with continued growth. This year's conference promises more than 1500+ attendees from 600+ international companies representing an intriguing mix of big established game development studios as well as 100+ indie studios, countless representatives of investors and publishers as well as most of the key tech companies from the game industry.

IGDA Finland members get 10% off standard tickets using promocode: REBOOTFINLAND2018

Visit the conference website for more information: http://www.rebootdevelop.hr/