Totem Learning are looking to appoint a developer to assist with the creation of an assessment game. The selected developer will be responsible for delivering fully working code that is error free on the end user’s target device.

The objective of the game is to assess a player’s knowledge of the process and steps involved in deploying mobile satellite communications devices in remote areas.

All material and information provided by Totem Learning shall be regarded as confidential information and should not be released to any third parties. Likewise, all materials contained within your proposal will be treated the same way. This information will, however, be made available to all team members to assist in the evaluation and selection process.

Totem Learning will evaluate proposals from Tenderers based on the compliance, suitability, quality of response, high level concept, and price.

Timeline: The tender will be live from 15/05/2019 to 28/5/19 and a decision will be made shortly thereafter.

Overall Deadline: End of August 2019

How to apply: email with your proposal

Technical Requirements

To be built in PixiJS, a 2D WebGL engine with a HTML5 canvas fallback for older browsers.

LMS Details : Fully SCORM 1.2 compliant, can be embedded within any LMS that supports SCORM 1.2. APIs will be provided to the developer.

To be tested on:

  • Browsers: IE11, Edge, Chrome, Firefox, Safari.

  • LMSs: SCORM Cloud and Moodle.

To run on;

  • Microsoft Surface only

    • Windows 10 Pro

    • Intel(R) Core(™) m36Y30 CPU @0.90GHz 1.51 GHZ

    • Installed RAM 4.00 GB

    • System: 64-bit Operating System x64-based processor

    • Pen and Touch: Pen and Touch Support with 10 Touch Points

Game Design

The developer will need to create 7 assessment games which are approximately 30 minutes in duration each. It is anticipated that the games will share systems and processes in common and it will only be the interactions and logic that change.

The games are a series of tasks and checks split into segments.

Totem Learning will create detailed storyboards and design documentation for the development team to follow.

The main interaction with the game world will be hidden object, point and click, and drag inventory item to location and release.

There is no 3D navigation required.

Navigation is screen based and likely only to allow users to look around the main view ports with limited extra movement to the sides and up and down.

There will be an Inventory System - the number of items to be stored in the inventory is unknown at this point. However the inventory will be cleared when a player moves to each new segment.

The player will have the option to call a senior ‘character’ who is never seen (ie portrait silhouette). The player may also receive communications from this ‘character’.

Player can click on objects in the environment which will trigger

  • Text entry box

  • Questions

  • Actions

Player can click and drag from the inventory system into the game world to use or place items. Multiple items may be applied to a single in game object. Inventory objects may also be combined together.

Players can voluntarily end each segment without doing all tasks.

The game does not branch,and is linear by design.

criteria for choosing the supplier

    • Technical Specification (20%)

    • Price (20%)

    • Supply Timescale (20%)

    • Game Design (20%)

    • Experience / track record (20%)

    • Anything else that is relevant for consideration

This project is part funded by the European Regional Development Fund.

This project is part funded by the European Regional Development Fund.