Concept Studio: Virtual Community Driven Studio

[FONT=Times New Roman]The Vision

Consider the following thought experiment: “If provided with guidance, would it be possible for the game development community to develop an intellectual property (IP) and as a result deliver a Triple A title?
And If it could, what should such an ecosystem look like?

Extending that thought, should it not be imagined that such an environment would not only seek to deliver Triple A content but would also aim to reward contributors throughout the intellectual property’s life cycle.

In this content the term contributor is utilized because the contributors to the delivery of a Triple A title extent beyond artists, developers and engineer as examples and rather includes any specialty associated with the life of the IP.

Lastly at its heart, the belief that every contributor, regardless of where they are in their own game development community journey, could and should have the opportunity to contribute towards the title.

The Ecosystem

In delivering this solution, this discussion introduces the establishment of virtual studio, which I have named “Uncommon Studio (US)”.

US would be established as a web-based virtual studio whose contributors are registered members of the Unreal Engine community. The studio will provide the necessary structures and processes in order to assist community members to progress through the development of a title. All decisions would be taken based on an embedded pooling system which will be governed by a specified time limit based on the significance of the inclusion.

Contributors would be able to establish profiles and register as contributions in a discipline e.g. programming, social media and project management. The contributors would be free to enter and exist the development based on their availability until the solution enter productions. Thereafter, contributors can continue to support their title though updates

In order to reward contributors for their participation, they will be entitled to earn a percentage of revenues based on the public sale of items associate with their profile as well as generate revenues utilizing other mechanisms.

As an overarching principle, the US will develop titles within the following gambits: The titles must be:

  • [FONT=Times New Roman]Open source

  • [FONT=Times New Roman]Free-to-play

  • [FONT=Times New Roman]Cross-play

  • [FONT=Times New Roman]First to launch on the Epic Games Store

  • [FONT=Times New Roman]Need to adhere to a strict Code of Code

  • [FONT=Times New Roman]Be fully transparent with regards to multiplayer ranking systems

  • [FONT=Times New Roman]Support the usage of open source digital content creation tools, such as

  • [FONT=Times New Roman]Unreal Engine

  • [FONT=Times New Roman]Quixel Suite

  • [FONT=Times New Roman]Blender

  • [FONT=Times New Roman]Release the content included in the title as free to use assets on the Unreal Engine Market Place.

[FONT=Times New Roman]Funding a revenue stream

In order to generate opportunities for contributors to generate revenues, US would look as the following possible solutions:

  • [FONT=Times New Roman]A sponsor a developer programme
  • [FONT=Times New Roman]Founder Edition memberships to any title
  • [FONT=Times New Roman]A percentage share of Micro-transaction sales of in-game items
  • [FONT=Times New Roman]The sale of a post title release book, based on the journey of a virtual studio
  • [FONT=Times New Roman]The sale of merchandise for the studio / title
  • [FONT=Times New Roman]The sale of advertising space within the title online environment.
  • [FONT=Times New Roman]A percentage share of prints developed for the game, showcasing an asset

[FONT=Times New Roman]Future Growth Opportunities

On the initial launch of the studio the premise would be to put forward two titles for the development community to consider for development. These titles will act serve as blueprints to assist the community in defining the requirements for voting on a title to development. The blueprinting will then be opened up to the community to submit their own ideas. The combination of the suggestions will then form the basis for the selection of the development of the initial IP.

As a requirement, the proposed titles will be required to demonstrate how the title is pushing the boundaries of game development and how the core functionality would provide the basis for next generation gamin.

Contributions Driven through Polling / Voting

In order to select contributions to the development of the title, all content will need to be opened up to public opinion. This will be required that all contributions be loaded onto the virtual environment where the balance of the community can review the contribution and vote for it based on its overall quality rating and relevance to the title.
The contribution with the highest number of votes will be selected for inclusion, subject to a quality assurance review by the community.

All voting will assess the quality of the asset under the following categories, which can be extended:

  • [FONT=Times New Roman]The asset is acceptable based on its current presentation

  • [FONT=Times New Roman]The asset is acceptable however, does require refactoring / refinement

  • [FONT=Times New Roman]In the care of humanoid character, the asset is not presented in a manner which objectifies the gender of that character

  • [FONT=Times New Roman]This can result in an asset being disqualified

[FONT=Times New Roman]Open Source Development
Because US will derive its content from the community, the studio would encourage the utilisation of open source technologies. As such the studio would promote the usage of the following tools:

  • [FONT=Times New Roman]The development of the title in exclusively within the Unreal Engine toolset

  • [FONT=Times New Roman]The use of the Quixel Suite ( )

  • [FONT=Times New Roman]Mega Scans

  • [FONT=Times New Roman]Bridge

  • [FONT=Times New Roman]Mixer

  • [FONT=Times New Roman]The use of Blender ( )

[FONT=Times New Roman]Because the studio supports the usage and development of open source tools the studio will in turn provide the following back into the community for free via the Unreal Engine Marketplace:

  • [FONT=Times New Roman]Asset bundles of assets which are selected to be included in any title. These assets include but are not limited to:

  • [FONT=Times New Roman]2D Assets

  • [FONT=Times New Roman]Animations

  • [FONT=Times New Roman]Architectural Visualization

  • [FONT=Times New Roman]Blueprints

  • [FONT=Times New Roman]Characters

  • [FONT=Times New Roman]Code Plugins

  • [FONT=Times New Roman]Environment (Pack)

  • [FONT=Times New Roman]Materials

  • [FONT=Times New Roman]Music

  • [FONT=Times New Roman]Props

  • [FONT=Times New Roman]Sound Effects

  • [FONT=Times New Roman]Textures

  • [FONT=Times New Roman]Vehicles

  • [FONT=Times New Roman]Visual Effects

  • [FONT=Times New Roman]Weapons

[FONT=Times New Roman]Although the use of open source applications is recommended, content creators are free to utilize any digital content creation of their choice. In terms of the submission process, any contribution will be required to detail which creation tool they utilized and provide assurance that they have a valid license for that / those tools.
It is recommended that any contributor found guilty of utilizing unlicensed software will be removed from the studio as a developer and where possible any current and or future titles that may be published by the studio

Original Content or Best Practise Methodology

Because the studio uses a virtual web-based solution, there will be strict policies on the submission of content, which need to fit into two broad categories

  • [FONT=Times New Roman]Original content or
  • [FONT=Times New Roman]Industry Best Practice

[FONT=Times New Roman]In terms of the above, none of the following would be considered as valid assets for submission:

  • [FONT=Times New Roman]Any asset purchased from a vendor
  • [FONT=Times New Roman]A free to use asset released under a creative commons licence
  • [FONT=Times New Roman]Any asset developed as a function of a free or paid for educational programme
  • [FONT=Times New Roman]Any asset available on the Unreal Engine Market Place which has not been published by Epic Games or an Epic Games company

[FONT=Times New Roman]The expectation in this regard would be that the development community would assist in monitoring the IP in order to ensure that only a valid title is developed. This is because, if the IP is would to include contraband content, the title would not be published or would be suspended until that content is removed.

Any contributor found guilty of non-compliance will be removed from the studio as a developer and where possible any current and or future titles that may be published by the studio.

Over and above a standard code of conduct, the studio will include special provision with regards to prejudice based on race, religion, gender-based violence and LGBTQIA. In terms of the above, the studio will stand by the following:

  • [FONT=Times New Roman]No discrimination based on race
  • [FONT=Times New Roman]The studio does not prescribe to any religion nor does it promote any religion or religious activities. It does however accept that religion in the context of the studio may be used for story telling purposes, however recommends that it be avoided
  • [FONT=Times New Roman]The studio does not and will not promote any gender-based violence and or objectification of gender. All gender-based characters can and should represent an architype of their chosen gender, and in that spirit prompt the strengths of the character in a non-sexual manner

[FONT=Times New Roman]Digital content Contributions

In order to provide access to the open source development of the titles, the development branches will be loaded and managed through Github or a similar platform. Similar to the Blender Foundations approach, the development branches will include both the main branch and experimental branches, allow the community to explore ideas which could result in improved the overall IP.

It is envisaged that some registered contributors to the studio would embrace the role of quality assurance within managing the main branch and that these individuals will become the custodians of the title.
Because these “background” activities, typically do not receive the “lime light” in terms of the development of a title, i.e. they are not characters, environment, special effects and sound, the studio will include a monthly section highlighting their contribution and place additional focus on the sponsor a developer feature with regards to these individuals.

Asset Creation (Quixel Assets)

Should a developer utilise Quixel Mega Scans for the creation of any asset. That Quixel Mega Scans will then be released as a set of assets in an asset bundle, free on the Unreal Market Place. This section pertains, more specifically to the creation for foliage assets using atlases, however, will be maintained as a general principle.

Asset Showcasing

In order to showcase assets for polling purchase, the items will need to be grouped into sections and displayed on the website in a similar fashion to other art-based ecosystems, such as Art Station or SketchFab. This section should allow for all of the polling requirements in order to allow for the inclusion of the asset in the title. For example:

  • [FONT=Times New Roman]Approve asset in its current sate
  • [FONT=Times New Roman]Approve asset but requires refactoring
  • [FONT=Times New Roman]Asset included gender-based objectification
  • [FONT=Times New Roman]Asset violated Code of Conduct

[FONT=Times New Roman]Consideration should be given to the development of a development companion app which would allow community members to receive notification on key development and to vote for asset inclusion whilst on the move.
Social Media
In order to promote the IP that the community is developing, the platform will allow for contributors to registers as social media contributors, under the follows categories:

  • [FONT=Times New Roman]Facebook
  • [FONT=Times New Roman]Instagram
  • [FONT=Times New Roman]LinkedIn
  • [FONT=Times New Roman]Twitch
  • [FONT=Times New Roman]Twitter
  • [FONT=Times New Roman]YouTube

[FONT=Times New Roman]These contributors will be able to develop social media content which will need to be submitted for peer review amongst the social media team, and the contents distribution be voted upon, prior to the release of the content.
It is envisaged that Twitch and YouTube will be utilized in a multitude of ways, including but not limited to the following:

  • [FONT=Times New Roman]Developer steaming development sessions
  • [FONT=Times New Roman]Playlists for best practices
  • [FONT=Times New Roman]Live streaming of gameplay

[FONT=Times New Roman]Contributors can register a content creator and deliver content based on where they are in the development life-cycle.
In order to assist Content Creators, it is recommended that the IP includes an Advanced Replay System, which would assist creators in telling their stories or analysis plays.

  • [FONT=Times New Roman]For action replays
  • [FONT=Times New Roman]Storytelling
  • [FONT=Times New Roman]All available in editor and production releases

[FONT=Times New Roman]In addition, because of the open source nature of the IP, Content Creators would be able to download the title’s source code and be grant full access to these assets in the Unreal Editor

The Nature of Contributors

Because game development requires a diverse range of skills, the studio will cater for the enrolment of these contribution categories. At a high level, these categories would include, but not be limited to the following:

  • [FONT=Times New Roman]Hard Surface Modelers
  • [FONT=Times New Roman]Soft Surface Modelers
  • [FONT=Times New Roman]Environmental Artists
  • [FONT=Times New Roman]Visual Effects
  • [FONT=Times New Roman]Character Artists
  • [FONT=Times New Roman]Riggers
  • [FONT=Times New Roman]Animators
  • [FONT=Times New Roman]Cinematography
  • [FONT=Times New Roman]Sound Engineering
  • [FONT=Times New Roman]Sound Effects
  • [FONT=Times New Roman]Engineers
  • [FONT=Times New Roman]Network engineers
  • [FONT=Times New Roman]Project Management
  • [FONT=Times New Roman]Social Media Presence
  • [FONT=Times New Roman]Evangelists
  • [FONT=Times New Roman]Content Creators
  • [FONT=Times New Roman]Journalists

[FONT=Times New Roman]In terms of registration a contributor would be required to register for at least one discipline however they may register for multiple disciplines. An over arching requirement however, will be the requirement to register for a discipline before an individual may contribute to the section of the title.

With the aim of promoting contributors, the community will have the ability to rate the contributor’s assets prior its inclusion in a title. These ratings will span across a few metrics, in order to determine an overall score for the submission. Based on the scoring of a contributor’s submissions, the contributor will be awarded a score based on a balance between the overall quality of their submissions and quantity of submissions.

This overall score will then be used to rank the contributors and award them through a variety of such as badges. As registered contributors, individuals will have the opportunity to earn badges for their contributions. These badges would include bade for the following:

  • [FONT=Times New Roman]First Submission

  • [FONT=Times New Roman]First Approved Contribution

  • [FONT=Times New Roman]Highest Number of Approved Contributions for a month, on a disciple basis

  • [FONT=Times New Roman]Achieving a contributor rating, where the contributor reaches a specified percentile within the community

  • [FONT=Times New Roman]The Contributors Contributor badge for outstanding contributor

  • [FONT=Times New Roman]Developer of the

  • [FONT=Times New Roman]Month

  • [FONT=Times New Roman]Quarter

  • [FONT=Times New Roman]Year

  • [FONT=Times New Roman]Title

[FONT=Times New Roman]Registration

In terms of registration, each contributor would need to register as one of the following:

  • [FONT=Times New Roman]Student
  • [FONT=Times New Roman]Undergraduate
  • [FONT=Times New Roman]Hobbyist
  • [FONT=Times New Roman]Professional

[FONT=Times New Roman]This categorisation will allow for segmentation where, the various categories could be responsible for an element of the titles development, e.g. a level, a character, an environment. In addition, this will provide the opportunity to host competitions for these categories in which they will “compete” to have their contributions included, with the outcome determine via community vote.
All contributors’ profiles should include the following features, which the community can utilise to engage with a specific contributor:

  • [FONT=Times New Roman]Follow
  • [FONT=Times New Roman]Followed
  • [FONT=Times New Roman]Add friends
  • [FONT=Times New Roman]Create teams (to manage a specific development)
  • [FONT=Times New Roman]Titles that they are register for
  • [FONT=Times New Roman]Sponsors

[FONT=Times New Roman]Lastly the platform should include an Invite friend via email system where the contributor can send invite to a friend, and if the person accepts then they are automatically added o you friends list. Contributors could potentially earn badges for most invites in a given period.

As contributors, and where possible, a section will be included where contributors could potentially register with development partners, such as

  • [FONT=Times New Roman]Nvidia
  • [FONT=Times New Roman]AMD
  • [FONT=Times New Roman]Intel

[FONT=Times New Roman]These sections will be aimed at providing the developers with additional resources and rewards by participating in partner programmes.
As an added benefit to the contributor’s profile, they will be able to link and promote links to any of their own paid for services such as Udemy or Paetron. There will be a requirement however, that the contributor maintain a degree of activity with the studio, e.g. they will need a meet a minimum submission requirement for a period of time. Failing to do so, will result in this section of their profile becoming hidden.

Post the launch of the title, a revenue steam for the studio will be the implementation of a microtransaction virtual store where players will be able to purchase in game items, e.g. skins, customizations, emotes and effect, which do not contribute to the outcome of the game.

In order to drive the development of these items and perpetuate the game life-cycle, any person who is registered as a developer will be entitled to develop microtransaction items. Should the community select the item for inclusion within the game, the developer and the studio will jointly share in the proceeds thereof.

As should be the case all registered contributors retain the unrestricted right to utilize any asset within the title, to enhance their career portfolio.

As a function of being an active member, all contributor will be able to utilize the studio websites in built portfolio generator, which will assist in the creation of a portfolio and curriculum vitae for the contributor.
In addition, the contributors will be able to put their portfolios forward for public opinion, where they can receive criticism, in order to improve their overall portfolio.

Development Road Map

Because the title will need to meet various milestone throughout its development cycle, the online studio environment will need to cater for a community lead road map. This dynamic project management solution would need to facilitate for the inclusion in a title’s development, the various components which will represent achievable goals for a given portion of the development lifecycle.

The community members will need to submit the various elements of the development that they would believe that they could deliver during the “sprint” and the community would need to up and down vote those inclusions for that sprint. As additional features, the community would also need to vote on the items overall inclusion or recommend that the item be delayed until the next sprint.

The categories of the items included in a sprint, will then be open for contributions by any member of the community, where once their contribution is complete they will be able to submit their asset for inclusion via the community polling system.

As a subsection the development life cycle, the community should be able to request a feature, asset, code or contribution based on the individual requirements. In this situation, should an individual / team who is working on a feature not know how to, for example code the feature in C++, they should be able to submit the feature request on the feature request board, where willing members of the community can opt to assist.

As a mechanism for ensuring that the development studio stays top of mind the following avenues would be pursued:

  • [FONT=Times New Roman]The Unreal Community Spot Light include a section on the studio’s progression
  • [FONT=Times New Roman]The Unreal Engine Channel include a playlist devoted to the studio’s activities
  • [FONT=Times New Roman]The Studio’s developers are engaged in education sections on the Unreal engine channels

[FONT=Times New Roman]Journalism

Because the establishment of the virtual studio and the maintenance of the development pipeline, which is in the hands of the community, would pose a unique variation from traditional development pathways, it would be recommended that journalists be invited to participate as contributors.
The journalist would not only be responsible for reporting on the studios progress through social media, e.g. the studios blog, but would also be responsible for developing a post-production book launch detailing:

  • [FONT=Times New Roman]The progress made
  • [FONT=Times New Roman]Key challenges
  • [FONT=Times New Roman]Success stories
  • [FONT=Times New Roman]Acknowledgements all key contributors to the project.

[FONT=Times New Roman]In addition, a quality assurance and contribution review of the book will allow for a percentage of the books proceeds to be shared between the journalists based on their overall contributions to the book.

Studio and Title Merchandise

The studio will create an on-line mechanise store which will promote the studio and any of its titles and allow for the on-line purchase of swagger.
The store will also facilitate the sale of title prints created by contributors to the player community. The creator of the print will need to name the developer responsible for the showcased asset of that print. The profits generated from the print will then be shared 60% towards the print creator and the showcased asset developers and 40% towards the studio.

Additional considerations

Additional considerations with regards to potential opportunity within the studio:

  • [FONT=Times New Roman]The virtual studios content could be showcased at events:

  • [FONT=Times New Roman]GDC

  • [FONT=Times New Roman]E3

  • [FONT=Times New Roman]Unreal Fest

  • [FONT=Times New Roman]Twitch streaming of development

  • [FONT=Times New Roman]The content created could be utilised to create and add to Unreal Academy

  • [FONT=Times New Roman]The content created could be utilised to create detailed function library which can be indexed and added to the current library

  • [FONT=Times New Roman]Create advanced templated for game creation, providing a comprehensive backbone for future genre development

[FONT=Times New Roman]The following sections use Rocket League as a basis for the explanation, however the principles could be extended in the developed on any IP:
Platform for Advertising

A key feature within Rocket League, and a system which it is particularly successful in, is the advertisement of its own product within the game itself, using the stadia as a medium for communication.
Examples include in-game advertising of

  • [FONT=Times New Roman]Rocket League
  • [FONT=Times New Roman]The RLCS
  • [FONT=Times New Roman]RLCS ticket Sales
  • [FONT=Times New Roman]The Lucky Lanterns seasonal event.

[FONT=Times New Roman]The opportunity exists here to extend in game advertising to external suppliers (with a possible focus on vehicle manufactures). From an advertising perspective, Rocket League has a community of more than 60 million players, which can provide targeted marketing opportunities for business looking to use esports and Rocket League as a medium.
As an example:

Mercedes Benz could be given the opportunity to become the headline sponsor of the RLCS season 10.

As the primary sponsor, the in-game stadia billboards could contain their imagery. Secondly, they could be entitled to on-field advertising where their logos are included on the field (imagine the Mercedes Benz Logo at the center of the field). In addition, they along with the secondary sponsors could be provided with advertising on the stadia advertising boards.

Lastly, in line with vehicle launches, the vehicle manufacturer could introduce a Rocket League vision of their new vehicle, with the in-game billboard advertising imagery reflecting the actual vehicle. Rocket League would then be entitled of all revenue generated from the sales of the in-game vehicle.

**Online player **behavior

The online player ban system needs to be updated in order to remove negative play behavior.
The issue here is that a player leaves the game or stops playing in the middle of a match either for valid reasons (legitimate loss of connection) or for invalid reasons (walk away from their system, a player stops playing, a play continuously scores own goals). The challenge is that given the remote on-line nature of the gaming environment, it is difficult to differentiate between these instances.
In order to overcome this shortfall, it is recommended that the community should decide on the outcome of the event. It should be accepted and communicated that the methodology is not infallible and incorrect application may occur.

In this regard, a system should be implemented which allows the aggrieved team to call a penalty on themselves, where they are requested to vote on whether or not a player on the aggrieved team should be penalized. Based on the voting by the opposing team, either a player will receive a penalty or they will not.
The impact of a penalty being called and applied to a player.

  • [FONT=Times New Roman]For the match:

  • [FONT=Times New Roman]The player on whom the penalty is called and applied receives 66.66% of the match loss points where the remaining players received 33.33% of the remaining match loss points (split between them).

    For example: In match of 3v3 between evenly match players with equal multiplayer rankings (i.e. all players on the field have a ranking of 1,000 points). Each player places 10 points into the pool (totalling 60 available points). Under a normal win/loss scenario the winning team earns 20 points per player (totaling the 60 points), meaning that losing players ranking reduces by the 10 points that they gave up. The winning teams’ rankings are now 1,010 and the losing teams’ rankings are now 990.

[FONT=Times New Roman]Under a penalty situation, the player on whom the penalty is called now loses 66.66% of the match points and the remaining aggrieved players lose 33.33% of the match points. This means that the winning team still earn 20 points per player (totalling the 60 points) however, the losing team now lose: 5 points each for the aggrieved players and 20 points for the penalized player, totaling the 30 points that the team placed into the pool.

  • [FONT=Times New Roman]Penalty Counter

  • [FONT=Times New Roman]In addition, it is recommended that each player be issued with a penalty counter. In terms of the counter a player accumulates counter points for each event in which a penalty is called on the player.

    A penalty counter limit should then be set for all players, whereby they may not have more than 5 counters for a rolling 20-day period. Should they receive more than 5 counters for a 20-day rolling period, the player cannot player the game for a set period or until they have less than 3 active counters.
    The player penalty counter should be actively displayed on the play game menu and match selection menu screens, in order to enhance visibility.

[FONT=Times New Roman]In-Game Statistics (First Mover & Existential Flexibility)
Under the current system the following statistics are recorded on a per player basis:

  • [FONT=Times New Roman]Bracketed Rank
  • [FONT=Times New Roman]Multiplayer Ranking for Top 100
  • [FONT=Times New Roman]Games Played – Total number of games played
  • [FONT=Times New Roman]Win Loss %
  • [FONT=Times New Roman]Goals – Total number of goals scored
  • [FONT=Times New Roman]Goals per Game
  • [FONT=Times New Roman]Saves – Total number of saves
  • [FONT=Times New Roman]Saves per Game
  • [FONT=Times New Roman]Assists – Total number of assists
  • [FONT=Times New Roman]Assists per Game

[FONT=Times New Roman]In addition, the following cumulative statistics, which ignore seasonality and effectiveness are recorded and presented to a player. These statistics have little to no value in that are only an indication of the number of times the event has occurred:

  • [FONT=Times New Roman]Wins
  • [FONT=Times New Roman]Most Valued Player
  • [FONT=Times New Roman]Goals
  • [FONT=Times New Roman]Ariel Goals
  • [FONT=Times New Roman]Backwards Goals
  • [FONT=Times New Roman]Bicycle Goals
  • [FONT=Times New Roman]Long Goals
  • [FONT=Times New Roman]Overtime Goals
  • [FONT=Times New Roman]Hat Tricks
  • [FONT=Times New Roman]Playmakers
  • [FONT=Times New Roman]Saves
  • [FONT=Times New Roman]Epic Saves
  • [FONT=Times New Roman]Saviours
  • [FONT=Times New Roman]Shots on Goal
  • [FONT=Times New Roman]Centred Balls
  • [FONT=Times New Roman]Cleared Balls
  • [FONT=Times New Roman]Ariel Hits
  • [FONT=Times New Roman]Bicycle Hits
  • [FONT=Times New Roman]Juggles
  • [FONT=Times New Roman]Demolitions
  • [FONT=Times New Roman]Exterminations

[FONT=Times New Roman]It should be noted that, should the above statistics be presented in a meaningful way (i.e. per game or per 100 games) they could be included as part of the proposition below.
The remaining statics available classify the Top 100 players per game mode based on their multiplayer ranking as well as players ranked for the most goals, saves and assists, the last three which are in many ways directly corelated to amount of time played (number of games through number of hours played).

As an esport, the strategic focus should personalise the game in a meaningful way, whilst developing the overall skill level of players in the game. A subsection of this premise would be placing trust in the players through creating a transparent channel for the publication of player statistics

The rationale for providing complete transparency in player statistics.

In exploring the rationale for complete player statistic transparency, I’m going to liken the player statistics record to that of an electronic medical record, in that both contain essential data regarding the overall “health” of an individual or in the case of an esport, a player.

As a basic modus operandum in health care, the medical record of an individual remains the property of the healthcare service provider. The individual enters a healthcare environment, receives care, is hopefully provided with some feedback regarding their health and then leaves the healthcare environment. In many cases, the individual does not receive a copy of their diagnoses, pathology results, treatment regime and ultimate prognosis. In addition, only the salient data, in the view of the healthcare service providers, are shared with the individual, leaving them with an incomplete view of their current state of health.
Traditionally, healthcare providers have over the years remained laggards in the technology space, only adopting the technology necessary to perform the current healthcare task. However, over the last few years, healthcare providers have become ever more invested in technology and the benefits of technology to the patient. And as part of this journey, healthcare provides have dawned upon the realisation the medical healthcare record of an individual is not the property of the healthcare provider, but rather the property of the individual which documents their healthcare journey. In addition, the healthcare providers have realized that healthcare information needs to be freely shared in an open, transparent manner, not for the betterment of the industry but in caring for the individuals whom entrust them with their care.
In many respects, the competitive gaming industry has shared a similar view on providing incomplete data to individuals. And in many cases, blanket them in “brackets” or in-game medals so that the underlying algorithms are not exposed

As a brand focused on creating trust and meaningful relationships within the esports environment, Rocket League should lead the market in delivering full transparency of player statics and enhancing the in-game statistics environment.

This could be achieved through the publishing of the following statistics for the player:

  • [FONT=Times New Roman]Multiplayer Rating

  • [FONT=Times New Roman]Multiplayer ranking score

  • [FONT=Times New Roman]Multiplayer ranking score methodology

  • [FONT=Times New Roman]The players ranking in their region

  • [FONT=Times New Roman]The players ranking in the world

  • [FONT=Times New Roman]Continuing with the following current statistics

  • [FONT=Times New Roman]Bracketed Rank

  • [FONT=Times New Roman]Games Played

  • [FONT=Times New Roman]Win Loss %

  • [FONT=Times New Roman]Goals per Game

  • [FONT=Times New Roman]Saves per Game

  • [FONT=Times New Roman]Assists per Game

  • [FONT=Times New Roman]Introducing the following new statistics (categorised by the quadrant the player is in at the time the event took place) on a per game basis (this variable should be an arithmetic mean)*

  • [FONT=Times New Roman]Number of shots on target

  • [FONT=Times New Roman]Inside the goal area

  • [FONT=Times New Roman]From the midfield

  • [FONT=Times New Roman]Number of large boost pads consumed

  • [FONT=Times New Roman]Number of small boost pads consumed

  • [FONT=Times New Roman]Number of ground dribbles

  • [FONT=Times New Roman]Number of flicks

  • [FONT=Times New Roman]Number of flicks on target

  • [FONT=Times New Roman]Number of passes completed

  • [FONT=Times New Roman]Number of backboards hit

  • [FONT=Times New Roman]Number of air dribbles

  • [FONT=Times New Roman]Number of aerials completed

  • [FONT=Times New Roman]Number of fifty-fifties contested

  • [FONT=Times New Roman]Number of back-board clears

  • [FONT=Times New Roman]Amount of time spent in a quadrant

  • [FONT=Times New Roman]Defensive Goal

  • [FONT=Times New Roman]Defensive Midfield

  • [FONT=Times New Roman]Offensive Midfield

  • [FONT=Times New Roman]Offensive Goal

  • [FONT=Times New Roman]Amount of time spent in a lane: (based on the player forward direction at kick off)

  • [FONT=Times New Roman]Left hand side of the field

  • [FONT=Times New Roman]in the goal channel

  • [FONT=Times New Roman]on the right-hand side of the field

  • [FONT=Times New Roman]*Introducing the following nominal new statistics (categorized by the quadrant the player is in at the time the event took place) on a per 100 games basis **

  • [FONT=Times New Roman]Number of wave dashes

  • [FONT=Times New Roman]Amount of time spent with no boost

  • [FONT=Times New Roman]Amount of time spent with full boost

  • [FONT=Times New Roman]Number of flip resets

  • [FONT=Times New Roman]Number of ceiling drops

  • [FONT=Times New Roman]Number of ceiling shots

  • [FONT=Times New Roman]Number of walls jumps

  • [FONT=Times New Roman]Number of clears

  • [FONT=Times New Roman]Number of demolitions

  • [FONT=Times New Roman]Number of double touches

  • [FONT=Times New Roman]Number of own goals

  • [FONT=Times New Roman]Number of kick-offs goal conversions (goals scores after kick-off inside 3 seconds)

  • [FONT=Times New Roman]Number of backboard conversions

  • [FONT=Times New Roman]Number of kick-offs first contact

  • [FONT=Times New Roman]Number of pinches completed

  • [FONT=Times New Roman]Number of zero-second goals scored

[FONT=Times New Roman]Categorization** of player game style**

Having introduced the above additional statistics in to the meta of the gameplay, the players can then be classified according to their gameplay statistics. This would in principle replace the current game self-tag systems with players being categorized according to their actual gameplay style. For example:

  • [FONT=Times New Roman]Offensive Goal Line Striker

    The player spends most of their time in the offensive half, driving in the goal line channel and will take the shot

  • [FONT=Times New Roman]Midfield Left-Wing Passes

    The player spends most of their time in the defensive and offensive midfield, prefers the left side of the field and will most likely pass the pass.

  • [FONT=Times New Roman]Defensive Right-Wing keeper

    The player stays back in the defensive quarter, plays the ball up the right-wing channel and is very good at saving.

[FONT=Times New Roman, Times, serif]Through the inclusion of this additional categorization of player titles on-line 3v3 players will have a clear understanding of their gameplay style. In addition, their teammate could also have a view of their gameplay style which will allow random teammates to adjust their gameplay based on the team composition.

[FONT=Times New Roman, Times, serif]For example: if all players in a team know that they are offensive strikers, then it would be up to one of the players to elect to play a defensive roll.
[FONT=Times New Roman, Times, serif]The system would also highlight player weakness where for example: a player stays back in the defensive quarter but has a very poor saves per game attribute.


[FONT=Times New Roman, Times, serif]The establishment of a studio built by developers for development could potentially be a create addition to game development and allow the community to expand the methods that are utilized to deliver content IP.

[FONT=Times New Roman, Times, serif]For anyone who read through this full document, thank you for you time and any thoughts or comments would be greatly appreciated.

[FONT=Times New Roman, Times, serif]Regards