  Emergency training and planning provide structured curricula, rule-based
action items, and interdisciplinary collaborative entities to imitate and teach
real-life tasks. This rule-based structure enables the curricula to be
transferred into other systematic learning platforms such as serious games
---games that have additional purposes rather than only entertainment. Serious
games aim to educate, cure, and plan several real-life tasks and circumstances
in an interactive, efficient, and user-friendly way. Although emergency
training includes these highly structured and repetitive action responses, a
general framework to map the training scenarios' actions, roles, and
collaborative structures to game mechanics and game dialogues, is still not
available. To address this issue, in this study, a scenario-based game
generator, which maps domain-oriented tasks to game rules and game mechanics,
was developed. Also, two serious games (i.e., Hospital game and BioGarden game)
addressing the training mechanisms of Chemical, Biological, Radiological,
Nuclear, and Explosives (CBRNe) domain, were developed by both the game
developers and the scenario-based game generator for comparative analysis. The
results show that although the game generator uses higher CPU time, memory
usage, and rendering time, it highly outperforms the game development pipeline
performance of the developers. Thus, this study is an initial attempt of a game
generator which bridges the CBRNe practitioners and game developers to
transform real-life training scenarios into video games efficiently and
quickly.
