Well Test Simulator: Surface Testing Video

The well-test simulator is now officially in beta. I will be sending out demo versions shortly to all who requested it. For now, I have recorded a video that shows some of the basic capabilities when opening, cleaning up, and testing a well on a couple of chokes. A second video will show metering, and using the surge/gauge tanks, as well as generating reports for MS Excel.


Please leave feedback here or on the YouTube channel. I will attempt to post higher quality videos if requested.

And for my ex-Flopetrol friends out there:

Flopetrol Scheme

News for the Well Test Simulator

I thought it would be appropriate to give you a quick report on how the well-test simulator project is coming along. Here is a short list of the latest batch of improvements:


1. The interface has been spiffed up and allows for plotting of most important parameters and saving the plots as .png files for reporting purposes.

2. Every action and all gauge values are recorded and can be saved to a CSV format for later processing

3. The well test log can now be saved in a clean text format for later analysis.


1. The mathematical flow model has been improved and it is quite optimized and stable.

2. Leaks now release H2S that spreads based on terrain height and wind direction. There are also spill and gushing particles and sounds matched to leak pressure and exit diameter.

3. Player actions (walking, running, etc.) now use up energy, and being exposed to H2S will lower health. Right now these are just indicators, but they will be expanded to allow for a bit of “gamification”!

4. Heat radiation from burners is modeled.

5. Gas flare and oil burner on burner booms now show more realistic graphics, and the flame sizes and back-pressures are modeled.


1. You can now select the appropriate level of visual quality. The simulation will run with at least 30 frames/second on cheap laptops on the lowest setting, and give you at least 60 frames/second on a medium-priced gaming computer with the highest visual settings.

2. Volume controls for environment sounds/effects/voice were added to give users more control.

3. High-quality water was added back in, but can now be disabled for better frame rates.


I also added some screenshots to show some of these updates and the general visual quality:


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The Hollywood Screenplay Approach to Designing Game Levels: Part II

hollywood dungeon - Part 2In part I of this article I discussed the six-stage Hollywood storytelling formula and how it can be applied to level design. I also promised to show you a practical example in the form of a TF2 Level. If you want to play the level before accompanying me through the design process go ahead and have a look.

If you can’t play the level you might have to get the latest Unity 4 web player plugin for Mac or PC. You will need at least version 4.0.0f5.

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The Hollywood Screenplay Approach to Designing Game Levels: Part I

Hollywood Dungeon Level Design

Almost all Hollywood movies released in the past forty years are based on screenplays that use a singular structure. This article will introduce the Hollywood screenplay formula, and examine ways to apply that same structure to gameplay design. We won’t be using the screenplay structure for a game story, rather, we will attempt to create a narrative using only game mechanics, and more specifically, applying the formula to the design of levels and play sessions in different game genres.

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