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Training sim · Client: Fiat

Fiat Quality Manager Training

Data-driven training simulation for Fiat dealership Quality Managers

  • RoleDev Lead · Programmer · Game Design team
  • EngineUnity
  • ForFiat · D2R Studios

Highlights

  • Turned the roughly 25 reports a Quality Manager reads into two headline indicators, with the full detail one click away
  • Influence mechanic: a Quality Manager can’t give orders, only persuade, so good dialogue choices earn influence that makes people act faster
  • Daily difficulty follows a customizable Fibonacci curve across a 7-day cycle, so by day 7 the player can face up to 13 difficulty-1 issues or fewer, harder ones (rated up to 4)

Leadership

  • Dev lead and one of the main programmers, while also designing the game as part of a team where everyone helped shape it

Overview

A training simulation (Treinamento de Gestor da Qualidade), built at D2R Studios, that puts the Quality Managers of Fiat’s dealerships through real cases collected across Brazil.

The core idea: a Quality Manager can’t give orders, only persuade. Good dialogue choices earn influence, which makes people act faster, while every action costs time.

Fiat’s team met with us regularly and collected real scenarios that Quality Managers had faced around the country. Their Excel sheets became JSON in a NoSQL database, which the game downloads at runtime, so new cases need no new build.

Technical deep dive

How it works

The player reads the same reports a Quality Manager has to read (around 25 of them), condensed into two indicators that show at a glance how the dealership is doing. Each report can still be opened individually.

The issues (76 at launch, with an admin system for the company to add more) are loaded as JSON from the web admin. They were written by a consultant who travels around Brazil helping dealerships solve problems their managers can’t, so they come from situations she has actually seen.

Reading the issue and checking the reports helps the player pinpoint which part of the dealership process is affected and who is probably involved. They then talk to the NPCs to diagnose the problem. Picking the right dialogue earns influence, because a Quality Manager can’t give orders, only suggest. Every action consumes time, but more influence means people are convinced faster. Poor choices cost influence.

When the player thinks they know the solution and who it involves, they choose it from the NPC’s options and, if they’re right, complete the mission. A day ends when its issues are solved or time runs out. Unfinished issues carry over and new ones arrive depending on progress. Issues have a difficulty from 1 to 4, and the total difficulty scales across the seven days following Fibonacci values (customizable), so by day 7 the player can face up to 13 difficulty-1 issues, or a mix of harder ones.

Images

base dayend diagnose graphs issues movearound npcs

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