Gamification and Virtual IETM

Customer: General Dynamics

Industry: Department of Defense

Project Length: 24 months

Platform: Ipad Air2

Problem: The requirements were two-fold. Develop a digital dashboard for field technicians to improve onsite performance and knowledge base. The other was to develop an interactive environment to help Marines familiarize themselves with command operations. The experience was to include equipment familiarization, procedures for proper setup of hardware/software, and location for those assets. These immersive environments also helped to acclimate the Marine to their surroundings prior to being deployed.

Vision: (3D training) I wanted the training to be familiar and easy to use. I pulled from my gaming background and incorporated many core features and gameplay mechanics found in most popular games and apps. The process to the final product included a detailed set of storyboards, many on-site data capture sessions for accurate measurement and photos of equipment, and countless hours working with Artists and Developers to deliver an immersive and engaging experience.

Interactive proximity tags turn on based on user's distance to assets
Waypoints on the floor direct the player where to go

Moodboard and Sample User Flow



Due to the scope of the contract, we wanted to present a set of detailed storyboards to show how the end application was going to work. These early presentations allowed for quick feedback and buy-in from the customer at a very early stage of development.

Populated Command Center
Marine approaches an asset to scan barcode
After the scan,  all information is displayed

Data Capture

The data capture spanned several months and many different locations. Every asset was photographed, measured, and that data was used to created accurate 3d models.


UI Design and User Flows

3D Trainer (overview mode) with SGT Gunny and Instruction Window

Training was broken down into multiple components to meet Sanction Studios "T3" methodology: Tell, Try, and Test.

Tell (Familiarization). In this mode, the Marine is able to navigate the environment, interact with key pieces of equipment, and its proper placement within the Command Center. Proximity Tags highlight above components to inform the player of assets that are interactive. These tags become visible based on the proximity of the user to the asset. This is a standard gameplay mechanic in video games.

Try (Overview). Training is guided by an SGT Gunny avatar that helps the Marine through their training. He provides tips and hints as the Marine follows a set of instructions that are listed in the instruction panel.

Test (Advanced). The Marine is asked to work through a scenario without instructions or hints from SGT Gunny. At this point, the Marine should be able to follow orders and procedures that were taught in the previous settings. Progress is recorded in an LMS that can be reviewed by the Marines Command to validate compliance.

Instructor Window

For the "Try" version of the software, the Marine is given instructions on how to use the software by the Sgt Gunny avatar. The student is also aided with options to review coach marks and other interactive how-tos.

Shorthand User Flow and Interaction Flow Diagram for Instructor Window