video game design by alexandre mandryka design and creative consultant

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Video Game Design By Alexandre Mandryka Design and creative consultant www.gamewhispering.com

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Page 1: Video Game Design By Alexandre Mandryka Design and creative consultant

Video Game Design

By Alexandre MandrykaDesign and creative consultant

www.gamewhispering.com

Page 2: Video Game Design By Alexandre Mandryka Design and creative consultant
Page 3: Video Game Design By Alexandre Mandryka Design and creative consultant

Game Maker

What a Game Designer was

Jordan Mechner (80s)

Programming Art Rules Levels

Karateka Prince of Persia

Page 4: Video Game Design By Alexandre Mandryka Design and creative consultant

Game Making

Game creation evolved

• Game design is already a huge responsibility• GD and game vision require different skills• They each need full time attentionLet’s discuss Game vision and Game design

Game Maker

Programming Art Rules LevelsGame design Level design

Game vision

Page 5: Video Game Design By Alexandre Mandryka Design and creative consultant

ESTABLISH THE PRODUCT VISIONIn response to your business opportunity

Page 6: Video Game Design By Alexandre Mandryka Design and creative consultant

Beautiful!Fun!Let’s make a

great game!!!

Ideas must be clearly stated

Ideas must be communicated

Ideas must be understood

Page 7: Video Game Design By Alexandre Mandryka Design and creative consultant

Team

Implementation

Creative

Business

Communicate through different layers Adapt rationally to adjustment

Page 8: Video Game Design By Alexandre Mandryka Design and creative consultant

A Project Vision is a sentence …

• That describes what the project is about, what it tries to deliver

• It implies strong choices that will make the game stand apart

• That will help make consistent decisions throughout the project

• Similar to EA’s Core X, Ubisoft’s meaning …

Page 9: Video Game Design By Alexandre Mandryka Design and creative consultant

Examples:

• Halo 2’s Online: “Recreating the Lan Party Online”

• NFSU creators said “Need for speed, but at night”

• Prince of Persia 4: “How far would you go by love?”

This is a creative statement

Page 10: Video Game Design By Alexandre Mandryka Design and creative consultant

The mandate informs the vision

• Xbox was an hybrid between a console and a PC

• Microsoft needed a bridge between the two

Mandate was:Þ Halo 1 had to deliver FPS to consolesÞ Target the American teenagersÞ Create a Hollywood-blockbuster product

Page 11: Video Game Design By Alexandre Mandryka Design and creative consultant

Game Vision (my guess)

In response to the mandate:

In the most desperate times, faith is your most valuable ally

Overwhelming oddsBadass & Faceless heroTwisted open-ended plot

Page 12: Video Game Design By Alexandre Mandryka Design and creative consultant

PLAYER EXPERIENCEMaking it more concrete

Page 13: Video Game Design By Alexandre Mandryka Design and creative consultant

“Players want to feel like Schwarzenegger”

Which Schwarzenegger please?

Page 14: Video Game Design By Alexandre Mandryka Design and creative consultant

Dutch in Predator(village scene)

Stealth approach Tense fight Winning the fight

GD LDAI

LD GDSound

Allow intelligent & stealth

approach of all encounters

Assassination move

Health regen

Increasing enemy accuracy

Anim

Encounters designed to

support clear transition to “winning”

“Losing” behavior

“Losing” animations

“Winning” Music

Assess situation Kill sentries Get in/out of cover Move in the open One-liners“Stick around”

Page 15: Video Game Design By Alexandre Mandryka Design and creative consultant

“Feel like they’re a ninja”

• Can read enemies’ minds• Can toy with enemiesAIÞ An AI that you can anticipateÞ Search patterns will never include 180 turnsArtÞ Enemy visuals should convey their

behaviors/functionsLD=> Back to the “support intelligent / stealth

approach” item

Page 16: Video Game Design By Alexandre Mandryka Design and creative consultant

So …

• As you saw, Project Vision isn’t just an abstract sentence

• It is not also only aimed at game design

• Break it down to more concrete details

• Each discipline must respond to it

Page 17: Video Game Design By Alexandre Mandryka Design and creative consultant

From mandate to features

Execs

Discipline team

Discipline team

Discipline team

Vision holder(s)

Vision holder(s) Leads

Feature FeatureFeature

Player Experience

Product Vision

Mandate

Page 18: Video Game Design By Alexandre Mandryka Design and creative consultant

LET’S TALK ABOUT DESIGNBlowing your mind now

Page 19: Video Game Design By Alexandre Mandryka Design and creative consultant
Page 20: Video Game Design By Alexandre Mandryka Design and creative consultant

Game VS Toy

Rules, what you can, or can’t doWinning/Loosing conditions

Nothing is forbiddenEverything is allowed

Designing a game is all about defining rulesthat let winning strategies emerge

Page 21: Video Game Design By Alexandre Mandryka Design and creative consultant

Rule

• A principle or condition that customarily governs behavior

• Limits how you can act

• Deal with same constraints as others and still win!

Page 22: Video Game Design By Alexandre Mandryka Design and creative consultant

Limit player efficiency to allow different styles to be viable

Page 23: Video Game Design By Alexandre Mandryka Design and creative consultant

Offside

What if there’s no offside?What is the effect on the optimal strategy?

Page 24: Video Game Design By Alexandre Mandryka Design and creative consultant

Two types of rules

Direct rulesHow you score pointsDirects optimal play

Indirect rulesLimits unwanted strategies

You can’t decide player behaviour directlyRules only prevent unwanted strategies

Page 25: Video Game Design By Alexandre Mandryka Design and creative consultant

Talking about “unwanted” strategies ...

Check this video

Page 26: Video Game Design By Alexandre Mandryka Design and creative consultant

No rules for you!

Page 27: Video Game Design By Alexandre Mandryka Design and creative consultant

In the meantime, in Wimbledon

Page 28: Video Game Design By Alexandre Mandryka Design and creative consultant

No use of video for referee?

Page 29: Video Game Design By Alexandre Mandryka Design and creative consultant

Depends on your target and intention

Plays with frustrationTeases anger and violenceÞTalks to the needs of the mass

Page 30: Video Game Design By Alexandre Mandryka Design and creative consultant

Design is just a means to an end

Page 31: Video Game Design By Alexandre Mandryka Design and creative consultant

Sum of 4 runs

Intended experiencePrecisionThe most regular wins

Page 32: Video Game Design By Alexandre Mandryka Design and creative consultant

Intended experienceFearlessThe most outrageous wins

Best of 2 runs

Page 33: Video Game Design By Alexandre Mandryka Design and creative consultant

Halo’s 30 seconds of fun

accuracyEngagement Enemy killed

Out of ammo

Player ChoiceReload

Grenade

Melee

average

good

Page 34: Video Game Design By Alexandre Mandryka Design and creative consultant

WRAPPING IT UPAll good things come to end

Page 35: Video Game Design By Alexandre Mandryka Design and creative consultant

Making games is a creative process

Not assembly work

Take reference in other creative industries

Rationale over opinion

Focus on skills, develop specialists

Page 36: Video Game Design By Alexandre Mandryka Design and creative consultant

THANK YOU!ANY QUESTIONS?

Alexandre MandrykaDesign and creative consultant

www.gamewhispering.com