harmonix: behind the music (games) imgd, feb 7th 2008

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Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

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Page 1: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Harmonix: Behind the Music (Games)

IMGD, Feb 7th 2008

Page 2: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Harmonix

• Music Game developer based in Cambridge

• Spun out of MIT Media Lab in 1995• Focused on Interactive Music Innovation• Our Mission: “Create new ways for non-

musicians to experience the unique joy that comes from making music”

• Led to video game development

Page 3: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Our latest & greatest… Rock Band

Page 4: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Who are we?

Rob KayDirector of DesignerLead Designer on Rock Band

Ike AdamsSoftware DeveloperGameplay and Interface Engineer on Rock

Band

Page 5: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Rob’s route in

• Art college & Amiga demo scene

• Pysgnosis advice – learn 3D!• Bournemouth University NCCA• Cut teeth as artist on Looney

Tunes games• Level design experience• Harmonix game designer

Page 6: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Ike’s route in• Started making games at 8• Syracuse University for

Computer Geekology and Math• Started game development

career with Kent Quirk at Cognitoy

• Spent 3.43 years as a game engineer at Blue Fang Games

• Harmonix – Interface and Gameplay on Rock Band

• Currently - Tools and development process optimization.

Page 7: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

What’s this talk about?

• Behind the scenes at Harmonix– Rob: Designing for everyone– Ike: Tools & process

• Tips for getting into industry• Q&A

Page 8: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Designing for Everyone

Page 9: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Understand your players

• Why?– Players have different needs

In reality though…

Page 10: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008
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Top 5 Design Practices

When making games for everyone…

Page 13: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

1. Find a universally appealing concept

Page 14: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Universally Appealing Concept

• Easier said than done• If you don’t nail this, forget about it!

• Goal: – Describe the game in one sentence and

people get excited.

Page 15: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Some Examples

“run aHollywood

Studio”

“take careof a pet”

“take charge

of anNFL team”

“play ina band”

Page 16: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Where do you look for inspiration?

• Not in video games– They both want new experiences

• In the real world – Popular cultural trends– Experiences that different kinds of

people aspire to do

Page 17: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

2. Value the context and presentation

Page 18: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Why value context and presentation?

• Draws them into a game

• Improves the play experience

• Succeed at this and you’ll lure them in

• Fail at this and you’ll turn them away

Page 19: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

FreQuency 2001

Abstract visuals – “you’re in the music”

Context and Presentation

Page 20: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Context and PresentationRock Band 2007

Live Show visuals – “you’re on stage”

Page 21: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

3. Embrace alternative controllers

Page 22: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

We haven’t made a joypad game since 2003

Camera Guitar Microphone

Page 23: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

We’ve noticed some big user benefits…

Guitar + Drums + Microphone!

Page 24: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

They look like what they do

Page 25: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

It’s obvious how to use them

Page 26: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Joypads

• Generic by design– So can’t “look like what it does”– No mental model for how to use it

Page 27: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Today’s joypads are intimidating

Page 28: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

These controllers are inviting

Page 29: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

They level the playing field

Page 30: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

4. Ensure intuitive controls

Page 31: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Intuitive Controls

• It just works• This is our responsibility• Employ usability principles

Page 32: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Natural Mapping

Spatial relationship between control and result is consistent

Page 33: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008
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5. Encourage the whole dev team to play the game

and give feedback

Page 36: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Teams make games

• The more the team plays, the better the game

• A diverse team’s range of insights will help you make a game for “everyone”

Page 37: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Set up the work environment

• Daily builds• Open door policy• Feedback expected from

everyone

Page 38: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Feedback Loops

Page 39: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Feedback Loops

Page 40: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Feedback Loops

Page 41: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Feedback Loops

Page 42: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Recap

1. Find a universally appealing concept2. Value the context and presentation3. Embrace alternative controllers4. Ensure intuitive controls (natural

interface)5. Encourage the whole team to play

and give feedback

Page 43: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Designing Games for EVERYONE…

…is fun and rewarding!

Page 44: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Development Process and Tools

Page 45: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Before I talk about tools…Building Blocks

• Games can be so complicated that it’s very hard for one person to wrap their head around the whole thing

• In order to understand and work on problems, we need to break it down into pieces that we can understand.

• We keep breaking down complexity until we have building blocks or (components).

Page 46: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

My favorite example …LEGOs

• Think of a Lego City• It’s cool but it’s very complicated

Page 47: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

In order to simplify we break it down into components

• Buildings• Vehicles• People

Page 48: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

We continue to break it down until we have something “simple” to

work with.

Page 49: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

How do we make a tool that’s good for development?

• Be able to isolate “simple” building blocks in the game

Page 50: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

How do we make a tool that’s good for development?

• Put building blocks together in context to see them in their environment

Page 51: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

How do we make a tool that’s good for development?

• Usually the best way to view building blocks in context is to see them in game… but that’s not always convenient.

Page 52: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

How do we make a tool that’s good for development?

• It’s important that the tool and the assets can load quickly.

• Every second that can be shaved off of an iteration cycle is very valuable.

• It’s extra cool to reload a building block without reloading the whole context.

Loading…

Page 53: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

How do we make a tool that’s good for development?

• Be able to change as many parameters as necessary without making the tool too complicated

• If an a building block can “do stuff” it’s good to be able to demonstrate its abilities.

• Add a way to manually trigger game events

Page 54: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

How do we make a tool that’s good for development?

• Play well with other tools• Use other tools (3D Studio Max,

Motion Builder, Cubase) for what they’re good at.

• It’s not necessary to build redundant functionality

• Customize your tools for your needs.

Page 55: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Introducing…

Milo

Page 56: Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

Tips for getting into industryChoose a focusMajor disciplines: code, art, audio, design, production, QA.

Get good at your chosen discipline.Study, learn, get qualifications, portfolio. Show you have

smarts / skills.

Make stuff… anything!Games, levels, comics, music, flower arrangements...

anything!Take something from concept to completion.Experience = good judgment.

Be personable, enthusiastic and willing to learn.Nobody likes a know it all. Mistakes are fine. Bad attitude is

not.