National Flight Academy

The National Flight Academy is a multi-day in-residence program with a networked flight simulator at its core. Originally, it featured a five- and a two-day program that each used ongoing multimedia components paired with flight simulator missions to create the narrative players engaged with. My contributions are listed below

See the National Flight Academy at the TEQGames website or the National Flight Academy website.

Aviation Day Camp

  • Platform: PC
  • Project Length: 2 years (2011-2012)
  • Role: Mission designer, developer
  • Tools: Prepar3D (custom SDK)
  • Design: I was responsible for translating stakeholders' design concepts into playable missions within the constraints of the Prepar3D SDK. I participated in creating a design concept for the transforming aircraft that would go on to be partially fabricated at life-size as part of the experience, including making blockouts and animated renders of those blockouts. I was also responsible for designing supporting media components (e.g. a wiki, maps) for the experience.
  • Scripting: Using XML and the visual and text scripting in P3D, I helped develop ten multiplayer missions and two singleplayer tutorial missions. I created three unique aircraft, including the playable version of the transforming aircraft.
  • UI: I developed the in-cockpit gauges for all of the aircraft used in the experience, including a multipanel, multifunction gauge for the transforming aircraft.
  • Support: I was responsible for a significant portion of the procedure and tools documentation for both development and continued use of the software. I created several macros to facilitate rapid setup for large amounts of users. I was partially responsible for configuring all the hardware at the camp facility for use in networked play. I was responsible for training the initial classes of facilitators for use in the software. I helped facilitate the first trial runs of the camp. I also coordinated and developed patches and additions for the material after its initial deployment.
  • Production: I was responsible for managing a team of over 20 artists and designers in developing all the new art and missions developed for the experience. This included generation of art tasks from design documents, progress tracking for art and design, and translation of feature goals into backlog items.


Ambition Program (2012)

This five-day (or two-day abridged) program had campers live in a special facility that housed networked control centers and virtual hangar bays. Over the course of their stay, players would participated in an ongoing narrative event. The program had the capacity to support two "wings" of 30 networked flyers and 10 networked controllers and the missions were designed to support this level of participation.