Problem
Training RTG crane operators with real equipment is expensive, slow and risky. No training tool existed yet, so the very first version of the simulator had to be built from scratch to run on modest hardware.
Serious game · Unity · vehicle and grab mechanics, from scratch
First generation of the RTG crane serious game, built entirely by me in Unity: the vehicle mechanics from scratch. I programmed the spreader, the container grab system and the crane's real operating constraints —what the machine cannot do is as much part of the mechanic as what it can—, plus the basic task system and the multi-screen setup on a physical cab with real joysticks. This foundation later evolved into the photorealistic simulator in Unreal Engine 5.
Training RTG crane operators with real equipment is expensive, slow and risky. No training tool existed yet, so the very first version of the simulator had to be built from scratch to run on modest hardware.
I developed the first generation of the simulator entirely in Unity. I programmed the basic task system, the spreader mechanics and the hooking system, and translated the crane's real behavior into code along with its operational limits. I researched and implemented the multi-screen setup on a physical station with real joysticks that replicates the cabin.
Operators practiced stacking maneuvers safely and repeatably on a low-cost station; this first version —built entirely by me— laid the foundations that evolved into the photorealistic simulator in Unreal Engine 5.

I single-handedly built the first version of the RTG crane simulator in Unity: project architecture, the basic task system and the core logic on top of which the whole training experience was built.

I programmed the spreader mechanics and the container hooking system, replicating the real movement and operation with which the crane picks up and sets down the load.

I studied how the RTG crane really works and translated it into code, programming its operational limits and constraints so the maneuver behaved like the real operation.

I researched and implemented the multi-screen setup that replicates the view from the cabin, deploying the simulator on a physical station with real joysticks.







Published mobile game · Unity · Google Play