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Project 6, AV 23.0, 5.4 - From Blueprints to Life / Building the Galleons

User Experience: A 2D narrative-driven game guides players through the full journey of building a galleon, from keel to sail. The experience unfolds in two phases: sourcing parts at the market, hands-on construction.
Optional Value Add: After the first 2 phases, the player sails their galleon along the historic Acapulco-Manila route. The player has to keep the ship afloat for 2-3 minutes to finish the route. Decisions made in earlier phases directly impact the ship’s performance at sea. Players must complete maintenance challenges to stay afloat—reinforcing the importance of each construction step and component through engaging, interactive gameplay.
Success Metrics:
Visitors follow an interactive story to build their own galleon, making choices that affect how the ship performs at sea.
Gameplay is intuitive and fun, using tap or drag-and-drop actions across different stages like forest, market, and shipyard.
Rich visuals, sounds, and animations create an immersive experience, bringing the historic Manila-Acapulco route to life.
The final ship is revealed in a dramatic sailing scene, giving visitors a sense of accomplishment and connection to history.
The game resets smoothly after each session, ready for the next visitor while keeping the experience fresh and engaging.
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Project 6 - Base 2D Galleon Building Game Experience Estimate
Milestone ID
Milestone Name
Task
Detailed Deliverables
Sourcing
UX/UI Design & Audio
Eng Man-Hours
TPM & QA
Pass-Through Costs
Total Man-Hours
BL-M1
Design & UX
Game Design for each phase in the shipbuilding process Design main navigation flow for the three phases: market → construction → voyage. Create concept art for market stalls, shipyard elements, and ocean scenes. Design mini-game UI mockups for part selection, assembly tasks, and maintenance challenges. Prepare English & Filipino narrative scripts for in-game guidance and historical context.
Navigation Flow Design: Three-phase game progression interface; Market stall browsing layout; Construction workspace design; Voyage interface mockups.
Concept Art: Historical market scene concepts; Shipyard environment designs; Ocean voyage backgrounds; Cultural period-accurate visuals.
Mini-Game UI: Material selection interfaces; Drag-and-drop assembly mockups; Maintenance challenge panels; Progress tracking elements.
Narrative Scripts: Bilingual storyline development; Historical context explanations; Character dialogue preparation; Educational content integration
Game Design
In-house by WW + Client historical research
88
0
9.6
-
97.6
BL-M2
Audio Production
Narration & Instruction Audio; Ambient & Environmental SFX; Mini-game Sound Effects; Musical Score
Narration & Instruction Audio: Professional bilingual narration guiding players through each phase of the game; Character voices for market vendors and shipyard workers; Historical context explanations; Tutorial and instruction voiceovers (20-25 min total).
Ambient & Environmental SFX
Market crowd sounds; Hammering and sawing in shipyard; Ocean waves and storm effects; Wind and rigging sounds (~25 WAV files, normalized and loopable).
Mini-game Sound Effects Material selection feedback; Correct/incorrect choice cues; Assembly and construction audio; Success/failure indicators (~20 WAV files, <1s length).
Musical Score: 3 background tracks (3-4 min each) for market, construction, and voyage phases; Historical period-appropriate music; Loop-ready WAV + MP3 versions with cue sheets
Pass-through VO + Licensed SFX/BGM
40
0
9.6
$1,500-2,200
49.6
BL-M3
Motion/Animation
Market Animation Assets; Construction Animation Assets
Market Animation Assets: Frame-based vendor interaction animations; Goods exchange and coin transaction effects; Crowd movement and atmosphere; Particle sprites for coins and trade goods.
Construction Animation Assets (20h): Drag-and-drop snap animations for ship parts; Hammering and assembly frame sequences; Rigging installation animations; Tool usage and construction progress; Particle effects for sawdust and wood shavings
In-house by WW
60
0
4.8
-
64.8
BL-M4
Game Art
Market Environment Art; Shipyard Environment Art; Galleon Construction Assets; UI & HUD Design
Market Environment Art: High-resolution market scene (2048x1536px); 5 vendor stall designs with historical accuracy; 25 trade goods sprites (128x128px each); Parallax-ready PNG layers with texture atlas packaging.
Shipyard Environment Art (8h): Detailed shipyard backdrop illustration; 15 ship construction tools and equipment sprites; Multiple build stages per workspace area; Consistent historical art style and lighting.
Galleon Construction Assets: 20 ship part sprites (keel, ribs, planks, masts, sails, rigging); 3 visual states per part (raw, in-progress, completed); Clean alpha edges with matching lighting style.
UI & HUD Design: Complete UI kit with 40 buttons (3 states each); Progress bars and timers; Inventory grid and material selection panels; Bilingual text layouts with style guide documentation
In-house by WW + Client historical references
48
0
9.6
-
57.6
BL-M5
Phase 1 - Galleon Materials
Create mini games for selecting the correct construction materials and learning more about each. Integrate bilingual text and audio for market vendor dialogues.
Material Selection System: Interactive vendor stalls with material browsing; Quality assessment mini-games for wood, metal, fabric; Historical accuracy validation system; Material properties and characteristics display.

Vendor Dialogue System: Bilingual conversation trees with market vendors; Cultural context and historical information; Negotiation and trade mechanics; Educational content about galleon materials.

Inventory Management: Material collection and storage system; Budget and resource management; Quality tracking and comparison tools; Decision consequence tracking for later phases
In-house by WW
0
60
12.6
-
72.6
BL-M6
Phase 2 - Galleon Construction
Develop drag-and-drop assembly system for keel, ribs, planks, sails, and rigging. Create mini-games for hammering planks and rigging sails. Add animated transitions between assembly stages.
Assembly System: Drag-and-drop mechanics for ship component placement; Precision placement validation and snap-to-grid functionality; Real-time visual feedback for correct/incorrect assembly; Progressive construction visualization.
Construction Mini-Games: Hammering rhythm mini-game for plank attachment; Rigging rope-tying puzzle mechanics; Sail unfurling and attachment challenges; Tool usage timing and precision games.
Construction Progression: Animated transitions between building stages; Visual progress tracking and milestone celebrations; Quality assessment based on Phase 1 material choices; Construction defect system affecting ship performance
In-house by WW
0
64
12.6
-
76.6
BL-M7
Deployment & UAT
Full playthrough QA testing across all phases for flow and balance. Optimize game build for Android tablets.
Quality Assurance: Complete three-phase gameplay testing; Balance validation between phases; Performance testing on target devices; Bug identification and resolution. Deployment: Game build optimization and packaging; On-site installation and configuration; Staff training and documentation; Performance monitoring setup
In-house by WW
8
12
3.6
-
23.6
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442.4
Sum
Base 2D Experience Total: 112 WW hours + 96 Eng hours + $1,500-2,200 pass-through = 270.0 total hours


Project 6 - Optional Wow Factor, Value Add Enhancements
Milestone ID
Milestone Name
Task
Detailed Deliverables
Sourcing
UX/UI Design & Audio
Eng Man-Hours
TPM & QA
Pass-Through Costs
Total Man-Hours
BL-VA-M8
Phase 3 - Galleon Sailing
Build sailing environment with background parallax and ocean effects. Integrate maintenance challenges (e.g., patch sail, pump water). Balance cargo weight vs. speed mechanics to influence voyage outcome. Trigger dynamic events based on earlier phase decisions.
Sailing Environment: Ocean voyage background with parallax scrolling; Weather system with storms and calm seas; Day/night cycle during 2-3 minute voyage; Manila-Acapulco route visualization. Maintenance Challenges: Sail patching mini-games during storms; Water pumping rhythm challenges; Rigging repair under time pressure; Cargo securing mechanics. Performance Mechanics: Ship performance calculations based on Phase 1 material quality; Speed vs cargo weight balancing system; Weather resistance based on construction quality; Dynamic failure events. Event System: Storm encounters with increasing difficulty; Pirates and navigation challenges; Emergency repair scenarios; Success/failure outcomes based on previous phase decisions
In-house by WW
64
80
15
-
159
BL-VA-M9
Phase 3 - Audio Enhancement
Professional bilingual narration guiding players through Phase 3; Authentic environmental sounds matching the open sea; Audio feedback for mini-games; Musical score for sailing phase
Phase 3 Narration: Voyage commentary and storm warnings; Emergency instruction audio; Historical context about the Manila-Acapulco route; Success/failure celebration narration. Ocean Environmental SFX: Ocean waves and storm sounds; Wind through rigging effects; Creaking ship hull audio; Emergency alert sounds (~15 WAV files, normalized and loopable). Sailing Mini-game Audio: Maintenance challenge feedback sounds; Timing cues for repairs; Success/error audio indicators (~10 WAV files, <1s length). Sailing Musical Score: Ocean voyage background music; Storm intensity musical themes; Victory/completion musical stingers
Pass-through VO + Licensed SFX/BGM
16
0
3.6
$600-900
19.6
There are no rows in this table
178.6
Sum
Value Add Total: 20 WW hours + 42 Eng hours + $600-900 pass-through = 80.6 additional hours


Project 6 - Further Polishing (Optional, Highly Recommended)
Milestone ID
Milestone Name
Task
Detailed Deliverables
Sourcing
UX/UI Design & Audio
Eng Man-Hours
TPM & QA
Pass-Through Costs
Total Man-Hours
BL-FP-M9
Further Polishing
Further polishing with feedback cycles with Museo Del Galeon to get the appearance, look, feel, motion, and audio exactly right
Multiple feedback cycles with Museo Del Galeon; Historical accuracy validation with maritime experts; Galleon construction authenticity review; Cultural sensitivity assessment; Gameplay balance refinements; Audio and visual fine-tuning; Performance optimization; Educational content validation; Final client approval process
In-house by WW
40
40
12.0
-
92
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Pass-Through Cost Breakdown

Base Project Costs ($1,500-2,200)

VO Talent: $1,000-1,500 (Professional English/Filipino narration for 3 phases, ~20-25 minutes total)
Sound Effects Library: $300-400 (Market, construction, and ocean ambient sounds)
Background Music Library: $200-300 (Historical period music for 3 game phases)

Value Add Costs ($600-900)

VO Talent (Phase 3): $400-600 (Additional sailing phase narration, ~5-8 minutes)
Sound Effects Library (Phase 3): $200-300 (Ocean voyage and maintenance challenge sounds)

Galleon Building Game Specifications

Three-Phase Progression:
Phase 1 (Market): Material sourcing with quality assessment mini-games
Phase 2 (Construction): Drag-and-drop ship assembly with craftsmanship challenges
Phase 3 (Sailing): 2-3 minute voyage with performance based on previous choices
Educational Elements:
Historical Accuracy: Authentic galleon construction methods and materials
Cultural Context: Manila-Acapulco trade route significance
Decision Consequences: Phase 1 and 2 choices directly impact Phase 3 sailing performance
Interactive Learning: Mini-games teach traditional shipbuilding techniques
Performance Mechanics:
Material Quality Impact: Better materials lead to stronger, faster ships
Construction Precision: Assembly accuracy affects ship durability
Maintenance Skills: Players must actively keep ship operational during voyage
Dynamic Weather: Storm intensity and ship response based on build quality


Key Features of This Estimate:

Base 2D Experience (270.0 hours) - Phases 1 & 2:
Phase 1 (Market): Material sourcing with vendor interactions and quality assessment mini-games
Phase 2 (Construction): Drag-and-drop ship assembly with hammering and rigging mini-games
Comprehensive Audio: 20-25 minutes of bilingual narration across both phases
Rich Environments: Market scene with 5 vendor stalls, detailed shipyard, 20 ship component sprites
Educational Content: Historical accuracy about galleon construction and materials
Phase 3 Sailing Enhancement (80.6 hours):
2-3 minute Manila-Acapulco voyage with performance based on previous phase decisions
Maintenance challenges: Sail patching, water pumping, rigging repair mini-games
Dynamic weather system with storms affecting ship performance
Consequence mechanics: Material quality and construction precision impact sailing success

Unique Educational Elements:

Decision Consequences System:
Phase 1 material choices affect Phase 2 construction options
Phase 2 construction quality determines Phase 3 ship performance
Poor choices lead to maintenance challenges during sailing
Historical accuracy teaches traditional shipbuilding methods
Cultural Integration:
Authentic Filipino galleon construction techniques
Manila-Acapulco trade route historical significance
Period-appropriate market interactions and materials
Cultural context woven throughout gameplay narrative

Technical Complexity:

Multi-Phase Game Architecture:
State persistence between game phases
Performance calculation algorithms based on player choices
Dynamic event system responding to construction quality
Interconnected mini-game systems with varying mechanics

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The images below are for illustration purposes only.
We could pull from the look of Tipos del País for the art style, but bring it to life in a way similar to Pentiment. In Pentiment, the whole game feels like you’re stepping into an illuminated manuscript, and that approach makes the world feel alive. We can do something similar and let the style drive the experience so it feels like you’re moving through a living illustration.
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Below are sample screens taken from Pentiment
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Below is a concept art from the game Anno 1800, a game we can draw visual inspiration from
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For an optional phase 3, the quality of construction and materials chosen may reflect on the boat visuals.
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The player’s galleon may sink in phase 3 if wrong materials were used and if the maintenance tasks aren’t being done
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