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Final Internship: Programming Unity tools and assets for Serious Games of DelftTech
For my final thesis I created a tool set for transforming a 3D scanned world into an alive world. The meaning of this is to create tools that a person with a minimal skill set can use to create a vivid simulation or serious game.
The Tool Set
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The tools I've created are of a big array all aimed towards creating serious games or lively cities. As DelftTech needs to be able to turn 3D scanned models into something usable. 
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The basics of a game were the first assets of the tool set which contained a camera movement tool and a prefabricated instance of a first or third person character controller. This would allow the end user to move around the world
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What is very important here is that the world the end user can move through comes alive. By first making a tool that can let the developer easily and quickly put down a road network a base for traffic is laid out. I've also developed prefabricated self driving cars that make use of this road network.
The cars will determine a random route throughout the road network and once they've arrived at their destination they will pick a new destination. This will make the cars come alive. 
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A city wouldn't be a city without flora and fauna in it. For this we needed some way of letting people walk throughout town and also a way to place bushes and trees on the correct locations. For this the use of a 3D scanner in real life has been simulated within the Unity3D editor. The already scanned model will be scanned in Unity and will then create a height map that can be used to place plants and trees upon. 
As the sidewalks are already modeled by the DelftTech engineers these can easily be used to create a navigation mesh. By having prefabricated people for walking around, all modeled and styled to the era of choice, and also making these people walk to random locations the city comes to live.
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Once the city has come to live the use of icons and texts for information for the end user was needed. As Unity was not in a state where text was working well I've created an automatic adjusting script getting 3D and 2D text to be always crisp on the screen. 
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One of the biggest challenges was creating a tool that desired as little programming as possible to actually create a serious game. I've achieved this by making a tool that can actually chain actions together. This can be used in 2 directions. By switching direction a chain reaction can be turned into a check if all actions before have already been completed correctly. 
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At the end a test was made by DelftTech. We chose a use case from past assignments of DelftTech which had been rejected by the customer because it would take too much time and cost too much money. In this use case the estimated time to create the desired product was 2 weeks to a month, for the test we took the lowest estimate at 2 weeks. By creating these tools the process could be toned down to an incredible 2 hours and 45 minutes. 
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