PDS Task Force (Developed in 15 weeks)

Client based project at the Entertainment Technology Center, CMU

(I.E. Needed)

Name of the software

  • PDS Task Force

Client

  • Telemedicine & Advanced Technology Research Center​​

 

Objective of design

  • Create a simplified simulation game that educates the audience (chemical medics) about the flow of a Personel Decontamination Station (PDS)​

  • Make the game into a web based experience

  • Provide ways to modify the game settings in order to simulate various situations

 

Goal for players

  • Save as many soldiers as possible by giving precise diagnosis and effective resource management. 



Design challenges

  • Simulate the activity that happens at a triage station in a simplified / entertaining way

  • Create challenges for the players so that they can feel the intense atmosphere

  • Provide situations where the players have to make seriouse decisions such as giving up on a certain soldier in order to save more soldiers

  • Limit the desigh so that it can be fully developed within 15 weeks.


Initial design features

  • Player controls a medic that moves around the station marking wounded soldiers 

  • Color coded soldier's texture to represent the soldier's symptom

  • Players would build and upgrade each zone in order to enhance the treatment speed

  • Added an automatic battlefield where the soldiers would go and fight and retreat from

  • Player's performance would be rewarded through the progress in the battlefield

 

Rapid prototyping 

Feedback from the client on the initial design

  • Controlling unit limits the vision of the player to the unit - the goal is to teach the 'flow' of the PDS

  • Would like more details about the type of wounds

  • Building and upgrading the zones makes the software feel too much like a 'game' - want it to be entertaining but still focused on the educational simulation part

  • Battlefield portion of the game is very interesting but it also draws too much attention, preventing the soldiers from concentrating on learning the flow of the station

 

Final design features - changes made based on the client's feedback

  • Make the player a non-ingame character

  • Provide short descriptions of the symptoms the soldiers would have

  • Limit the interaction to reading the symptoms and assigning their destination and treatment priority

  • Player can manage the number of medic units by assigning them to different areas

  • Treatment consumes medic kits and the player has to resupply medic kits when depleted

  • Limit the map / gameplay to be within the PDS only

  • Assign variables to most of the stats (health, speed, spawn ratio, spawn interval, spawn number, treatment speed and on)

Activity flow.png
Activity flow.png

Week01 News Letter.png
Week01 News Letter.png

Week14 News Letter.png
Week14 News Letter.png

Activity flow.png
Activity flow.png

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