I-GAME 2017-11-03T12:04:36+00:00

Project Description

IED Gaming And Modeling Environment (I-GAME)

The Improvised Explosive Device (IED) Gaming and Modeling Environment (I-GAME) was developed by IPKeys LVC Studios for the Joint Improvised Threat Defeat Organization (JIDO) and the U.S. Naval Air Systems Command (NAVAIR) as a fully-immersive training tool to supplement existing Counter-IED training. I-GAME is fully government-owned and distributable (runtime plus full source code) at no cost to government users. The software was developed for dismounted patrol operations to augment pre-deployment training using Counter-IED equipment and proper Techniques, Tactics, and Procedures (TTPs). I-GAME is multiplayer-capable to support platoon (and lower) collective training with live instructor participation or observation. Instructors can customize training scenarios and discretely measure unit performance against multiple metrics.

I-GAME: IED Gaming And Modeling Environment

Training with I-GAME

Instructors can quickly create custom training scenarios using the I-GAME Integrated Editor. Scenarios can be saved to a library for future reference, reuse, and/or distribution. This allows for on-demand replay and/or sharing of particular executed scenarios. An existing scenario can be modified to create any number of “what if” variant scenarios. Instructors can easily alter crew positions, change IED types/triggers, or replay the same mission. This rapid iteration of scenarios and the ability to change one or two key elements allows instructors and trainees the ability to reinforce certain key elements of training using a highly-flexible, standardized training platform. The expansive Inventory System and Counter-IED Equipment Library works seamlessly with the Integrated Editor to allow the instructor to populate the simulated scenario environment with vehicles, units, insurgents, IED Components, RF, Props, and so on.

During the execution of each simulated mission, I-GAME monitors pre-selected performance metrics and displays results for each mission player following the scenario completion. I-GAME has a wide library of scenario performance metrics including: personnel sweep and movement patterns, spacing and distance between personnel and equipment, antenna radiation patterns from a performance and compatibility standpoint, and levels of personnel fatigue. The I-GAME performance statistics can help instructors during After Action Reviews with personnel skills assessments and planning for ongoing improvement.

The I-GAME scenario 3D visualizations create a realistic, point of view experience for each player allowing for skills development that will be leveraged in real-world, similar scenarios. Visualizations include the ability to display normally invisible environment factors like RF coverage, interference, etc. These meta factors are useful primarily for the scenario editor but are displayed in the Post Play visualization. While, the instructor can view these meta visualizations in real-time both when creating a scenario and during TESTPLAY, the user will always experience the simulated environment exactly as they would in the actual battlespace.

Download and Install I-GAME

  • IMPORTANT: Before you start, ensure that the computer you are using is on a NIPR (Nonsecure Internet Protocol Router) Network.
  • During account creation, you must specify a username. Username is visible to other I-GAME users so choose an appropriately representative name.
  • For “Referrer”, you may enter John Daly (phone: 732-982-3121, email: jdaly@ipkeys.com).
  • Information you enter for “Location” and “About Me” is used in your public profile and is visible to other I-GAME users.
  • Questions? Contact Mark A. Pappas, map@ipkeys.com
I-GAME Download Page

I-GAME Video Overview

This video overview (running time: 1:45 mins) gives you a sense of the detailed cinematics and photo-realism of the I-GAME training product. I-GAME provides an immersive training simulation experience with complex, highly-customizable environments and scenarios. Instructors can design scenarios to train proper techniques and run rehearsals and virtual testing in both single-player and multi-player modes. This type of video-based instruction increases the probability of personnel training on their own given the game-like challenges and will reinforce classroom training.

I-GAME Gallery

Engineered from the ground up with Unreal Engine, I-GAME provides state-of-the-art environment and scenario simulations with special meta visualizations like RF coverage/interference and personnel fatigue. Counter-IED scenarios can be easily created, modified to generate multiple “what if” variants, and saved to a scenarios library for future reference and ongoing training purposes.

I-GAME simulated armored truck

I-GAME Features

  • Photoreal Rendering in Real Time
  • Unreal Audio Engine
  • Robust Multiplayer Framework
  • Advanced VFX and Particle Systems
  • Film-Quality Cinematics
  • Realistic Materials Rendering
  • Extensive Animations
  • Multiplayer Enabled
  • Sweeper Fatigue System: replicates weight and usage of equipment; users must monitor energy level to avoid exhaustion
  • Retrograde Vehicles: HET, HEMTT and additional vehicles (Toyota Hylux, Styker, Jingle Truck)
  • Complex Attack Mode that allows trainer to set ‘After the Boom’ timer to see how players react after shots are fired, an IED is detected, or an IED is detonated
  • Large Terrain Maps
  • High Vegetation Maps: biomes include Bamboo, Forest Creek, Elephant Grass, Single/Double Canopy Jungle
  • Ground Marking Systems: free-form ground marking using spray paint or shaving cream
  • Thermal View: users can pull up their skeet IR-equipped weapon and see thermal markings on all game assets (characters, vehicles, ground signs)
  • Weapon Firing: aim down site views and firing of multiple available weapons
  • Attachment Switching (from scanner to weapon)
  • Multiple Item Placement, Selection, Manipulation
  • Culvert IED Placement
  • Device Coverage Visualization
  • Coverage Shadow / Blocking Visualization
  • Proximity Interference Visualization and Audio Cues
  • Environmental Degradation Zones
  • Line of Sight Effectiveness Calculations (Blocking)
  • BALDR
  • Holly Stick
  • AN/PSS-14 Rev 6
  • Strider
  • Duke V3
  • Minehound
  • CEIA
  • DSP-27
  • Second Scale Detection (lights and sounds behavior)
  • Battlefield Clutter (detectable patterns of metallic debris)
  • IEDs Split Into Components (switch, power source, charge and connecting segments)
  • Multi-Charge Daisy Chained Charges
  • Ability to Move Groups or Individual Components, Add Ground Sign, etc.
  • Editor-Enabled End States Allows for Many Different Play Types
  • End Zone Triggers, Death Triggers, IED Event Triggers, IED Confirm Triggers
  • Option of Real-Time Sweeper Path Visualization for Training Aids
  • Location specific crowds and crowd AI
  • and more…
  • Color coded team avatars for quick readability
  • Overhead billboards for at-a-glance examination
  • Item selection displays item details
  • Timeline of tracked events across entire scenario gameplay
  • Filterable event list
  • Injury, death, RF jamming, IED detection, IED detonation, and end zone events tracked
  • Time-sensitive display options for motion path, sweep path, RF coverage, standoff distances, and more
  • Multiple Distributed Simulation Protocols Supported
  • Utilizes Government-Owned AMIE Distribution Layer Architecture

I-GAME Version Updates/Enhancements

  • Re-engineered for Unreal Engine 4
    • Support for Large Terrain Maps
    • New Lighting Models
  • Enhanced RF Visualization and Performance
    • Device Coverage Visualization
    • Coverage Shadow / Blocking Visualization
    • Proximity Interference Visualization and Audio Cues
    • Environmental Degradation Zones
    • Line of Sight Effectiveness Calculations (Blocking)
  • Multi-passenger First Person Drive-able Vehicles, Seat Switching
  • Additional CIED Systems: BALDR, Holly Stick, AN/PSS-14 Rev 6 and Strider
  • Enhanced CIED System Detection
    • Second Scale Detection (lights and sound behaviors)
    • Battlefield Clutter (Detectable Patterns of Metallic Debris)
  • Support for Dynamic Terrain Loading
    • DTED Parsing and Terrain Loading
    • Not Publicly Available in 2.0
  • DIS/HLA support
    • Multiple Distributed Simulation Protocols Supported
    • Utilizes Government-Owned AMIE Distribution Layer Architecture
  • Enhanced Support for Location Specific Crowds and Crowd AI
    • African, Middle Eastern, Dock Workers
  • Enhanced Scenario Editing
    • Easier Multiple Item Placement
    • Enhanced Inventory / Attachment System
    • Multiple Item Selection / Manipulation
  • Enhanced Gameplay Options
    • Editor-Enabled End States Allows for Many Different Play Types
    • End Zone Triggers, Death Triggers, IED Event Triggers, IED Confirm Triggers
    • Option of Real-Time Sweeper Path Visualization for Training Aids
  • Enhanced IED Models
    • IEDs Split Into Components (Switch, Power Source, Charge and Connecting Segments)
    • Multi-Charge Daisy Chained Charges
    • Ability to Move Groups or Individual Components, Add Ground Sign, etc.
  • Enhanced REVIEW mode
    • Color coded team avatars for quick readability
    • Overhead billboards for at-a-glance examination
    • Item selection displays item details
    • Timeline of tracked events across entire scenario gameplay
    • Filterable event list
    • Injury, death, RF jamming, IED detection, IED detonation, and end zone events tracked
    • Per-time display options of motion path, sweep path, RF coverage, and standoff distances, etc.
  • Created Using Unreal Engine 3.
  • Attachment Switching (From Scanner to Weapon).
  • Weapon Firing: Aim Down Site Views and Firing of Several Available Weapons.
  • Thermal View: Users Can Pull Up Their Skeet IR-Equipped Weapon and See Thermal Markings On All Game Assets (Characters, Vehicles, Ground Signs)
  • Ground Marking Systems: Free Form Ground Marking Using Spray Paint or Shaving Cream.
  • New Maps/Environment.
  • High Vegetation Maps (Biomes Include: Bamboo, Forrest Creek, Elephant Grass, Single / Double Canopy Jungle).
  • Crowds in SWA Environments.
  • Multiplayer Enabled.
  • Culvert IED Placement.
  • Dynamic Lighting with Time of day Settings.
  • Sweeper Fatigue System: Replicates the Weight and Usage of the Equipment. Users Can Become Exhausted If They Don’t Properly Monitor their Energy Level Bar.
  • Improved metrics, AAR feedback.
  • AAR Tracking for Weapons Firing (Accuracy).
  • AAR Tracking on Placement of Lane Marking.
  • Retrograde Vehicles: HET, HEMTT and Additional Vehicles (Toyota Hylux, Styker, Jingle Truck).
  • Complex Attack Mode which allows a trainer to set an ‘After the Boom’ timer to see how players react after shots are fired, an IED is detected, or an IED is detonated.
  • Scenario Designers Have the Ability to Write a 5 Paragraph OPORDERS for the Mission as Well as Build Out a Threat Map of the Mission with Icons.
  • User adjustable settings
    • Scalable graphics settings
    • Adjustable screen resolution
    • Ability to invert mouse look
    • Keyboard layouts that work for both right and left handed users

Modeling & Simulation Portfolio