Microsoft Flight Simulator 2020

A flight simulation video game developed by Asobo Studio and published by Microsoft. Pipeworks Studios was brought in by Microsoft to provide development support for the 40th Anniversary update released in November 2022. My role for the project was to assist in the production of story missions for the new historical planes being introduced in the update. As well as leading a strike team to develop a set of tutorial missions for the new vehicle type, the glider.

  • Mission/Technical Designer

  • Joined the project in June 2021 and stayed for the duration of the 4month contract.

  • PC

    Developed using propriety tools

The Glider Tutorials


While I spent the first two weeks on the project implementing the new Bush Trips we were assigned. The majority of my time on the project was spent leading a small strike team of designers on the set of new Glider tutorials.

I began with the creation of a Tutorial overview spreadsheet organizing the major objectives I needed to hit along with an estimated timing window for each directed voice-over so that I would have a general idea of the total tutorial length.

This spreadsheet was also the origin of the first round of Voice-Over localization. This meant I needed to research true to life aviation commands to formulate the first round of realistic sounding tutorial prompts. This led me to consult with a subject-matter expert to get a better feel for the sorts of challenges a glider pilot, especially an inexperienced one, might face in the various conditions the player could experience while playing.

All of that culminated in the first draft of my Glider Tutorials Overview sheet. Its not something I have the time to flesh out as deeply on every project but my spreadsheets are something I take pride in. This spreadsheet is what I used to visually split tasks between the other designers.

I scheduled biweekly meetings with the other designers on the project to run through the current state of the tutorial series and provide any feedback they had. Which they would often have in the form of timing or speed variables that we would adjust to provide a smoother player experience.

It was certainly a tight 4 month production window but we managed to complete the 7-part tutorial series in time for it to be released with the 40th Anniversary update.

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