Gaming Success: From DSET to I/ITSEC
Blueflame Digital are back to conquer the Serious Games Showcase & Challenge
After their SGSCE success with Chomp at DSET 2023, Blueflame Digitial returned in 2024 with their new game Wings-101. Once again taking home the Championship and qualifying as a finalist at SGS&C at I/ITSEC 2024.
Wings-101 is a cutting-edge simulation game that challenges players to master aerial tactics in complex environments. Here is Rich Lloyd, Director of Blueflame, discussing the use of games in training and future innovation with the ETSA community.
With over 26 years’ experience in developing interactive software for business and games for brands such as LEGO, Openreach, Siemens Mobility, CBBC, to name a few, Rich’s current passion and focus is applying games and game technology to different industry sectors. He uses 3D games, virtual reality and augmented reality to create visualisations, experiences and simulations for his clients.
“Why does the entertainment industry get to keep all the great tools and techniques to themselves? In my role, I show other industries how they can take advantage of this leading innovative technology in their training solutions.”
Blueflame Digital focuses on designing and developing Serious Games. The team works closely with businesses of all sizes, offering full bespoke software solutions from the ground up or integrating with your existing systems. Here’s what they had to say:
Can you describe your approach to designing training games?
The team has a strong background in not only game technology but also business software and web-enabled tools. This allows us to approach training solutions with engaging methods, supported by the backend metrics, and understand how the workplace needs to use and benefit from that data, which is just as crucial to the overall solution.
Most of our products are developed in-house at larger companies tackling their specific business and training needs. We have a close relationship with them understanding what they want to get from the training, establishing key learning points, and then developing the games to reinforce those points aligning with their training goals. Examples are, we’ve installed driver sims in training centers to integrate with existing training routines. Then the other end, we have delivered mobile apps where the learner can play in and around their lifestyle.
Due to the commercial aspect of our projects, they are often not for external/public use. However, we are starting to build up our own IP, Chomp was our first game out there which is available to download for free from the mobile App Stores. Chomp picked up 3 awards at the Serious Games Showcase and Challenge Europe 2023 event, including overall winner.
When designed correctly there are many benefits over traditional training methods. An easy one is the level of engagement. We are all too familiar with the term ‘death by PowerPoint’, and sadly too many people powering through CBT, then multiple choice questions. If we can engage people first, it’s a lot easier to communicate information, and the enjoyment part means having fun while doing it.
Our ultimate goal is for the trainee to have fun first and realise they’ve learned after.
In games, we call it the flow state, when people forget the world around them and concentrate on what’s in front of them. Not to say other methods can’t do that, but games are very good at it. Games are great at challenging people in ways that can be expensive in the real world, and virtual reality is a great example. Rather than have people use expensive equipment or put them in dangerous scenarios, VR can provide virtual equipment and a safe environment to fail and learn.
Virtual reality is an interesting space to work in, as your brain stores memories in a different place as if they were an actual experience rather than a passive experience you would receive from a video or a lecture. Something great is the amount of data we can record about learners, which gives us a much better understanding of their journey. We can see their struggles and recognise where they excel. That data can influence their learning in real time, or be used for feedback to the learner for a more hands-on approach by a trainer.
In terms of diversity, there indeed was an imbalance in the game-making industry, but the typical stereotype of a gamer these days isn’t a teenage boy anymore. Pulling some recent stats shows the average gamer is 35 years old and male to female gamer ratio is close to 50:50. I work with a lot of the younger generation trying to get into tech, and I would say their backgrounds and interests vary. I think this is because technology is used in so many varied parts of our lives, it inspires people in different ways. It makes me happy to see more and more diversity, and inevitably this has a positive impact, not only for games, but creativity and a more balanced, happier society.
It would be super boring if we all thought and acted the same, we would end up with products that missed the mark. I feel we have a great mix in the team and always want different viewpoints brought to the table. People outside of working with the design of serious games don’t always appreciate the effort that goes into how the games engage with the end users.
Inclusivity is a big part of that, different work sectors will have either a specific demographic to target or a wide range they need to deliver the same information to. Game design naturally does this, understands the player first (or trainee) and works back from there. Being a small team, if we don’t understand the needs of the players, we bring in people who do.
What do you see as the key technological drivers for your future gaming products?
This is an interesting question. Even though we often get to work with new technologies, if we don’t think it’s fit for purpose, we won’t use it. VR is a great example, there are some very specific things where it’s a very powerful tool, but it’s not a great tool for other things.
I don’t think there will be a single bit of future technology that will come in and be the universal problem solver. There will be lots of new technologies that will fit into our lives and will have specific jobs to do. In my opinion, the key drivers to our future gaming products are not necessarily the specific technologies themselves, but how they can be used as part of an ecosystem to provide effective exchange of knowledge. For us, technology comes and goes, we’ll always be making games!
Watch the SGSCE 2024 Blueflame Digital Promo video here: https://youtu.be/5pZD8lfKM8E
Rich and the Team are bringing Wings-101 to SGS&C at I/ITSEC 2024. We wish them the best of luck in the public ballot. If you are at I/ITSEC this year, pop by to experience the game for real… and remember to vote!
Do you have an emerging game idea or one in development?
Head to the SGSCE page for more information on award categories and submission deadlines.
Entry window is NOW OPEN!!!
The winner of SGSCE 2025 at DSET then automatically qualifies as a finalist at SGS&C at I/ITSEC 2025.
Next year it could be you heading off to Orlando with your game!!!