Introducing advanced game authoring with CREATOR+ - Near-Life
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Introducing advanced game authoring with CREATOR+

Introducing CREATOR+ the latest version of Near-Life CREATOR offers advanced game-based authoring capabilities.

Near-Life™ has launched the latest version of its content authoring tool: CREATOR+. The new authoring package offers advanced game-based authoring capabilities. 

Building on the existing interactive video and VR authoring that Near-Life™ currently provides, the new features allow users to set conditions and achievements to provide a more complex level of interactions. In addition, creators will have access to notebook and inventory tools to provide a deeper, more engaging experience for their users.

Developed with funding from InnovateUK, the technology opens up a whole new world of content authoring possibilities. 

Near-life™ CEO, Mike Todd said:

“Our CREATOR+ launch takes immersive content creation to the next level, putting the power into the hands of our users. We’ve seen the huge impact VR and gamified content can have on ensuring areas such as learning and marketing are more engaging and memorable.”

“The most remarkable point of difference is how accessible this cutting-edge technology is – in terms of usability and cost. For the first time, organisations can develop their own near-to-life scenarios and games with no coding skills required.”

Achievements and conditions

An achievement is a reward or recognition earned by players for an accomplishment.

The concept of achievements has been in video games since Space Invaders (1978, Taito), which allowed players to earn a “hi-score” and post their initials for other players to see1. Collecting coins or items, such as Easter Eggs, for an in-game advantage is another example of an achievement: if you collect X number of coins, then you will earn X bonus points.

This image is a screenshot of the Taito developed video game Space Invaders. Five rows of alien invaders are shown with the player-controlled laser cannon at the bottom of the screen. Directly above the laser cannon are defense bunkers.
Shared from Wikipedia

In learning, achievements can be set for correct or incorrect actions. For example, responding to a question correctly will achieve a bonus score.

A condition is a rule that is triggered by player actions.

Game designers set conditions to reward or penalise the player. Successful completion of a game may require a player to collect a lamp or a key in the early stages of the game in order to light or unlock a corridor later. Failing to collect the lamp, or key, means you will not complete the game.

In an interactive learning scenario, the lamp could be anything like evidence in an investigation scenario; if you do not collect the correct evidence at a crime scene, then you will not be able to complete your investigation successfully.

In marketing or entertainment content, items players find or interact with could unlock bonus material – and also help you better understand your audience.

Inventory and notebook

Near-Life has also introduced inventory and notebook functions for CREATOR+ subscribers. The inventory allows learning designers to collect and store achievements. Learners can keep track of what they have collected during the learning scenario.

The notebook feature allows learners to take notes during the scenario.

The learners will get their notes at the end of scenario in their learning report. This is especially useful when using a blended learning approach as it allows the learner to share their notes with the instructor to identify areas of improvement.

Learning designers can use the advanced game authoring features together or on their own.

The pace of digital transformation over the past 20 months has accelerated the adoption of new learning technologies. We’re delighted to be launching these new capabilities that will democratise this type of technology for learning and mean VR is accessible to all.” 

Geseth Garcia, Co-founder, Near-Life

Find out more about CREATOR+, request a demo or take a free trial.

1. Understanding the Role of Achievements in Game-Based Learning, December 2016. Blair, Bowers, Cannon-Bowers, Gonzalez-Holland

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