hurry up and fail! how to make progress with your game design
DESCRIPTION
This presentation is about establishing design pillars early to help with the vision of your game. 2 games are used as examples of unfocused designs at the start and how design pillars turned them into successes. This small talk was created for the GLS 2013 Conference.TRANSCRIPT
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HURRY UP AND FAIL!
GETTING PAST FAILURESAND FOCUSING ON CORE
GAME DESIGN
Brian Pelletier - Creative Director, Games Learning Society
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My Background20 years Developing games
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16 + Shipped Retail Games
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Why hurry up and fail?
Design is an evolutionary process
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Why hurry up and fail?
What game design evolution really looks like
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Prototype for success!
Don’t get lost in iterations
Move on quickly
Create proof of concepts
Solidify good ideas
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Use Game Design Pillars
Foundation for future ideas
Key design statements
Used to answer design questions
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Example of Failed Design
Started as a fighting game
Spent 1st year on melee combos
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Establishing Pillars
Mutants with Super Powers!
RPG Elements
Epic Storyline
Marvel Universe
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Applying the Pillars
Changed Development focus to Action Role Playing game
Super Powered FX
Character Building, leveling up
Large cast of Marvel characters
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Example of Failed Design
Started as arena brawler
Locked camera
Limited abilities
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Establishing Pillars
Unstoppable / Unkillable!
Lunge ability
Over the top!
Marvel Universe
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Applying the Pillars
Change to 3rd Person Action Brawler
Intense action
Array of abilities
More comic book than movie
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Using Pillars to guide gameplay decisions
How should Wolverine deal with attacking Helicopter?
1- Unstoppable: wolverine attacks the helicopter head on.
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2- Uses Lunge ability to jump on the helicopter
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3- Over the top actions: Wolverine pulls the pilot out of helicopter…
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Lessons Learned
Define game design Pillars ASAP
Don’t devolve your vision
Proof of concepts – quick prototypes
Hurry up and fail, then move on
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THANK YOU
Brian Pelletier
Creative Director, Games Learning Society