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Welcome to your own factory, where your goal is to grow as big and productive as you can in a year! (It's about 20 minutes in game time)

In this game, you are the leader of a brand new Fantastic Factory, which you are in full control off! Build energy production and product manufacturing, select delivery types and manage your pollution levels to get the best scores at the end of the year!




  • Gameplay that requires tactical planning to reach the best scores

  • Over 30 different buildings and 6 delivery types

  • Surroundings react to your renewable and fossil fuel choises

  • Cute mascot robot Fantastic Frank (Very important)

  • Learn about energy production and factories in real life while you play

  • Thousands of ways to build your own factory


This game was made to teach the players about the real world. While playing, the player will unlock achievements, which are called logbook logs. The logbook can be read while playing to make learning fun and interesting!


Downloads:

Not available
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Private

Fantastic Factory

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A tactical factory management experience where you learn about nature and production.

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1

Made for

Player(s)

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1

Compatible with

Platform(s)

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800

Made in about

Hours

Nice stats:

I made this project as my final thesis in my engineering studies. The project was made for Punnu Games Ay, and was made 98% by me. All the ideas, researching, coding and graphics were made from scratch for this project, but music was out of my league and royalty-free music was used.




The thesis studied a couple of interesting points.

First point was to learn the usage of games in learning, can they enhance the learning experience and make learning more fun? By the collected feedback, yes, the learning was a plenty of fun! It will enhance learning when used right.

Second point was the effects of game visuals, can it be used to drastically change player behaviour? A fieldtest was conducted (Over 220 participants), by using three alternative versions of Fantastic Factory evenly distributed to the testers:

  • First version had no special visual effects, the surroundings did not care about player choises.

  • Second version was the normal one, which differentiated renewable and fossil fuels with different graphical elements, surroundings darkened with pollution, etc.

  • Third version extensively boosted the elements further, to make the choises feel even more. Maybe even too much.

The player choises were tracked with data collection, and the data demonstrated player behaviour changing with the amount of visual effects. The graphics made the players change their choises even if the choise was logically not the best!


The three versions compared:


In-depth analyzing of the whole project and results can be read in my thesis!:

https://urn.fi/URN:NBN:fi:amk-2021122290388


And in a video covering the thesis!:



Unfortunately this project is currently private for research and development purposes. But it might be published once that is sorted out!




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