GG: Authoring Tool for the Creation of Soccer Highlights
by Dimitrios Doukoglou and Panagiotis Theologou
Recreate and relive your team's finest moments with just a few mouse clicks.
Requirement Analysis
Command Input - Authoring Environment
Command Execution - Playback Environment
Command Synchronization
Save/Load Function
Menu - Scene Navigation
Software Used:
Unity Game Engine
Smith Micro Poser
Adobe Photoshop
Authoring Environment
Graphical User Interface
Command input consistent, natural and intuitive
Visual representation of given commands in scene and Command Log
Complete control over end result
Additional screenshots:
Playback Environment
Simulates the experience of watching a video file.
Supported Commands:
Move
Pass
Long Pass
Shoot
Header
Wait
Features:
Playback Speed Selection
Camera Selection
Additional screenshots:
Command Synchronization
Each player controls his own commands.
Each player executes his commands in absolute order.
If he has no Wait commands, the player executes his commands independently of the other players.
If he has a Wait command, he waits for the previously entered command to be completed before continuing.
Save - Load Function
Unity scripting is built on MONO, the open-source implementation of the .NET framework. As a result, XML Serialization was used for the Save - Load function.
Only data, not GameObjects can be serialized. The following class was defined:
class PlayerClass {
var myIndex : int; //Player's unique ID
var myCommands : CommandClass[]; //Player's command list
var myPosition : Vector3; //Player's starting position
var amIAlly : boolean; //Player's team
}
Only the data absolutely necessary for the recreation of the scene is saved.
Possibilities for Further Development
Aesthetic and visual enhancements
Editing Mode
Export to video file feature
Additional Playback Environment features
AI implementation for the control of secondary players