One Network 3D WMS / Dock / Yard

ONE Network 3D WMS Game Development
NAVIGATION – GETTING AROUND
– Between Levels
– Between Sites
– Assets
– Within Charts

OBJECTS (3D Models)
– All are Data-Driven to change shape (dimensions), color, or location (time & space)
– Sites / Buildings
– Physical Assets (containers, assembly lines, material, vehicles)
– Charts / Analytics

LEVELS
– Network Level View
– Corporate Level View
– LoB Domain Level View (My Locations)
– Site / Inside View
– Warehouse

3D Warehouse Mgmt

Show “Virtual Buffers” in 3D Warehouse
 – Receiving
 – QA
 – Storage
 – Staging

Drag and Drop from Storage to Staging (creates a pick-list)

“Level 6 Data” Where is it, what asset, how many, what order

GENERAL NAVIGATION
Navigation from Corp Level

from Inbound Docks / Yard
to
Warehouse (move something from Storage to Staging)
to
Outbound Docks / Yard
 – Ability to show resources form multiple locations in a single view
Asset View

GAME MECHANICS
 – Purpose / Objective for Player
 – Gain Points, Health, Badges, Unlock New Features / Levels

MULTI-PLAYER COLLABORATION

OVERALL SCENE
 – Add Timeline to Lanes
 – Navigator Menu – Jump to Top View, Side View, Reset View
 – Zoom In Out (Stay in Isometric mode)
 – Drill Down from a Higher Level to this DC level

APPEARANCE OF OBJECTS

Data to Define the Material (Object)
 – Dimensions (Different representations from being a “Trailer” to how it looks in timeline)
 – – Container (H=Fixed, W=Fixed, Length=53, 40, 24)
 – – Container ON Timeline (H=Fixed, W Fixed, Length=Duration on Schedule)
 – Color
 – Labels / Graphics (eg JB Hunt as Text or Logo)

Data to Define the Capacity (Lane)
 – Dimensions, Color of the Lane
 – Segmenting (Schedule States, Occupied, Maintenance, Open)

INTEGRATION

Writing to and from sample Data?

Primary Role: VP Product Management
Secondary Role(s): Designer

Business Driver(s):
Results & Benefits:

Time Range: 2014-2014

Class: Product