- Game Design
MedCase is an engine for the creation of interactive clinical cases (which is interactive simulations based on branched dialogues used to train and inform health care professionals) that can be used autonomously by an instructional designer without technical background to design and build executable applications.
The MedCase System is made of two parts:
- An engine with all the graphical assets (3D environments, 3D characters with their animations, contents and UI templates) and all the scripts for the system to work.
- An authoring tool for the creation of contents where it is possible to create different types of nodes: animated dialogues, content screens, special screens (eg medical examination), inventory objects, scores, goals, etc.
The transitions between nodes can be related to logics expressions which can be defined in the authoring and will be set on user choices and behaviours in the experience (eg. questions found, answers given, unlocked/visualized objects, goals, score check etc).
Dialogues creation is also a key feature since MedCase allows a very plain creation of procedural animated scenes where the 3D characters will play out the dialogues created by the user in the authoring tools by selecting gestures (bones animations) and facial expressions (blendshapes) and adding audio and captions (lip sync is automatic)
Method and tools
MedCase has been quite a tough project not so much because of being very technical than for the fact I played a pivot role in the information exchange between different companies involved.
As a designer, indeed, I first helped the client to define the project objectives and boundaries, then I produced early draft documentation on which the potential suppliers developed their offers.
Once the developer company was chosen, I started to work with the client for defining the system requirements and to work alongside the developers to design the architecture of the system and specify the features. I then completed and kept updated the full documentation through the different iterations during which the design evolved to manage the emerged criticalities and better satisfy the client's and users' expectations.
I conducted feasibility studies to define the workflow for the creation of 3D characters which had to be integrated with the auto lip sync component of the authoring tool and had to share the same set of emotions and gestures. I then shared the found pipeline with the 3D art suppliers.
I also developed the full storyboard and demo for the first demo, designed to explore, test and demonstrate the potentiality and flexibility of the system.
Beyond the core, I designed the UI and built it in Unity. In the end, I also created also some assets of the environment and some of the characters.
Role and responsabilites
Design Concept, Design Documentation, Storyboard, UI Design, 3D Art