game industry landscape level...
TRANSCRIPT
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Level Design &Game Industry landscape
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Level design Level design
Gaming Landscape
Indie games
Course Recap
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Level design
Game designer
Making the rules
Overall
Level designer
Applying the rules
Environments
Level Design deals with those game rules which are manifested as spaces.
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In the past
● Level Designers didn't really exist● Many technical limitations; smaller games● Usually the programmer or the game designer makes
the levels● Designing in the code
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Now
● Games are BIG● Level Design is a science● Multiple level designers● Many tools available
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Games that are ABOUT making levels
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Game Design
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Game Design
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Game Design
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Game Design
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Game Design
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Make a fun game
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Level design
Dependent on the genre, different aspects
● RTSs● Action games● RPGs● Platformers● FPSs● ….
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RTS Level Design
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Action Adventure
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FPS SP
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FPS MP
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Platformers
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Puzzle
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Level design
Level design is nearly all game design in some genres
● Puzzle games● Platformers● …
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Level design
Different ways to approach level design
● Level design to teach the player○ Tutorials○ Introducing new mechanics
● Balancing the level design○ online multiplayer FPS games○ SP experiences
● Composition of the level design○ Can support the narrative
● …
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Balancing multiplayer games
Balancing through the level design
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Balancing single player games
Balancing moments.
● Connect● New area’s● New challenges● Encounters
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Composition
Use the level design composition (for the narrative & experience)
● Draw attention usingcolor and light
● Play with perspective○ Looking upwards makes
the player feel small● …
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Fun vs competition
Fun in games is mostly about practice and learning, not about executing knowledge.
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● A game is fun when you can be the expert● You have to learn a lot in little time● If learning is what makes a game fun, you have to learn
throughout the whole game.
Cognition“The mental action or process of acquiring knowledge and understanding through thought, experience, and the senses.”
Learning in games: Cognition
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Instructional level design
Humans are animals
Our brain works efficient, predictable
Let’s look at the psychology behind games…
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Instructional level design
Object to learn: Platform
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Enemy placement
Enemies keep their distance.Learning in a safe environment.
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Natural encouragement
Coins give bonus and therefore encourage to investigate.
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Natural encouragement
Starbit reward to make sure the player experiences the effect when the platform is down completely
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Learning
● Safe environment● Encourage● Communicate● Reward
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Instructional level design: cueing
Exclamation mark draws attention(signposting)
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Instructional level design: cognitive guidance
Coins guide the player to go somewhere(cognitive guidance)
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Instructional level design: color coding
Important surfaces have a different color than unimportant surfaces.
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Instructional level design: color coding
Color coding consistent throughout entire level.
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Science behind level design
Fysiologie / neurologie
How to draw attention to certain objects.
Cognitive psychology
How people process information.
Pedagogy
Where to place enemies.
Motivational science
What givessatisfaction
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How do players learn?
Working memory
limited
Long termMemory
unlimited
Information
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How do players learn?
Working memory
Long termmemoryInformation
Color coding works as a ‘retrieval cue’. It ‘activates’ knowledge from the LTM..
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Game time
● Remember the numbers● No cheating!● 5 seconds
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Remember
8 - 53 - 4
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Remember
?
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Remember
8 - 5 - 2 - 0 - 9 - 1
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Remember
?
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Remember
10 - 8 - 13 - 3 - 4 - 1 - 5 - 11 - 2
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Remember
?
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Working memory
● Magic number of seven plus/minus 2● Miller’s law● Our working memory is limited to how much
information we can process at a time
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Prevent cognitive overload
● Problems with overload: Unable to distinguish important from unimportant things or not able to see relations between actors.
● Irrelevant information kan also be more noticeable
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Cueing
Cues are important when a player needs to process too much information at once.
(Cognitive overload)
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Center of attention
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Center of attention
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Center of attention
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Old games had natural attention cues
(Level of Detail / drawing distance)
Attention cues
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Attention cues in HD games
● Now more power therefore more in background● No more natural attention cueing
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Guidance cues
Use of cues to guide the player
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Indoor guidance
Eyes automatically focus on high contrast
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Guidance in open world
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Guidance in open world
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Background waypoints
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Foreshadowing
Foreshadowing can be used to help the player figure out a problem.
NPC giving hints or taking lead so you know what to do.
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Backtracking
Constantly updating the mental model of the world
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Compartmentalize
Compartmentalize the game world to balance the learning curve.
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Predictability
Games should be a bit predictable.
If you know how the game will behave, you learn best and make good decisions.
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Summary
Games are about learning
People learn in specific ways (science)
Brain can handle only so much
Help the player to learn
Signposting
Cognitive Guidance
Cueing (attention / guidance)
Center of attention
Foreshadowing
Backtracking
Compartmentalize
Predictable
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Gaming Landscape
Level design
Gaming Landscape
Indie games
Course Recap
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Overview
Game developers
indie
AAA
Gamers
casual
core
Publishers
Middleware
Support
Journalism
Game research
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The Netherlands
Many serious game studios
● Almost 50% of all jobs!● Not well known to the public
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The Netherlands
Only a few larger studios
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The Netherlands
Many indie studios
● Many more than on this slide● Several successful studios are founded by HKU/UU alumni
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Dutch Game Garden
Important hub for small game companies
● Started in Utrecht○ Now also in Hilversum and Breda
● Provides meeting opportunities● Incubator program● Houses many game studios
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Indie games
Level design applications
Cognitive level design
Gaming Landscape
Indie games
Course Recap
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Indie games
What is an indie game?
● Short for independent video game
So indie games are independent from publishers?
● Let’s look at some developers who call themselves indie
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Indie game developers
Vlambeer
● Indie duo from Utrecht
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Indie game developers
Abbey Games
● Small team founded by (former) UU students
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Indie game developers
Mojang
● Company behind Minecraft● Founded by Markus Persson● Until it was bought by Microsoft
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Indie game developers
Crytek
● Calls itself independent● Employs ~800 people● But started to publish games itself
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Indie game developers
EA publishes indie games
● What?
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Indie games
“Independent from publishers” doesn’t seem to be such a great criterion
The idea behind “independent”:
● Retaining freedom● Which should result in more creativity
So indie games are highly creative games?
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Indie game developers
Thatgamecompany
● Creates very unique games● Was funded by Sony● Does not call itself indie…
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Indie games
Other terms associated with indie games:
● Personal● Experimental● Low budget● Intellectual● Artistic● Pretentious● Weird
● No profit● Cheap● Niche● Untechnical● Work of love● Small teams● Small games
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History
Let’s look at the history of the term “indie game”
Indie games (developers) have always been there
The term “indie” was not used a lot until ~2008
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History
A few major successes started the indie boom
● Braid (2008)● World of Goo (2008)● Minecraft (2009)● Audiosurf (2008)
● Machinarium (2009)● Crayon Physics Deluxe (2009)● Flower (2009)● The Path (2009)
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Indie game
The first boom of indie games
● Creativity was a key part of their success
So, what is an indie game?
● Started out as a name for creativity/uniqueness● But the broad term “independent” allowed everyone to
join in
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Indiepocalipse?
More supply of indie games: Average number of sales per game drops
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Indiepocalipse?
Does this mean that indies are doomed?
Well not really, the total sales are stable
● It just becomes harder to make money● Compare it to the music and film industry: a lot of
hobbyists and small earners
The game industry is continuously transforming
● If you want to make money, stay ahead of the curve
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Course RecapLevel design
Gaming Landscape
Indie games
Course Recap
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Recap
● Intro to game-design & A history of games● The game-designers role● Crash Course Unity● Design Process – Agile Development● Fundamental theory● MDA Framework● Analysis● Challenge● Balance● Narrative● VR for the masses● Game Studies 101 & Societal Context● Playtesting● Serious / Applied Games
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History of games
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Role of Game Designer
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Responsibility
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Vision Statement
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Importance of communication
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Crash course Unity
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Plan
Create
Test
Analyze
Agile Development
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Scrum
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Fundamental theory
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Magic circle
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Types of experience
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MDA
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Aesthetics
● Sensation● Fantasy● Narrative● Challenge● Fellowship
● Discovery● Expression● Submission● Collection● Competition
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Challenge
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Flow theory
Skill
Dif
ficu
lty
Low
High
High
Flow
Anxiety
Boredom
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Goals & Rewards
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Balance
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(In)transitive relations
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Narrative
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Branching Narrative
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Conflict of play
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Story structure
Setup Confrontation Resolution
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VR for the masses
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Game Studies 101 & Societal Context
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Playtesting
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Playtesting
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Serious / Applied Games
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What’s left?
● Final practicum on Friday April 7th
● P2.5 (evaluation playtesting) deadline also Friday 7th
● Deadline Second Analyse deadline Sunday April 9th
● Exam on Wednesday April 12th
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Grading
10% Assignment 1
30% Assignment 2
30% Assignment 3
20% Exam
10% Mini-tests
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