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Goals of this session

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Goals of this session. Takeaway: EVERY GAME LIVES OR DIES BY ITS CONTROL SYSTEM. THIS IS HOW WE MADE OURS. Who is this for? “Control guys” or those who work with them We found a process that worked really well for us and want to share it. Save Time Improve Quality It’s FUN!. - PowerPoint PPT Presentation

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Page 1: Goals of this session
Page 2: Goals of this session

Goals of this session

• Takeaway: – EVERY GAME LIVES OR DIES BY ITS

CONTROL SYSTEM. THIS IS HOW WE MADE OURS.

• Who is this for?– “Control guys” or those who work with them

• We found a process that worked really well for us and want to share it.– Save Time– Improve Quality– It’s FUN!

Page 3: Goals of this session

Who are these guys?

Eric Holmes: Lead Game Designer• Incredible Hulk: Ultimate Destruction (PS2, Xbox, GC)• HULK (PS2, Xbox, GC, PC)• Sled Storm (PS2)• State of Emergency (PS2)• Earthworm Jim 3D (PC, N64)

Bryan Brandt: Lead Gameplay Programmer• Incredible Hulk: Ultimate Destruction (PS2, Xbox, GC)• HULK (PS2, Xbox, GC, PC)

Page 4: Goals of this session

Radical Entertainment

www.radical.ca• Founded in 1991, 25+ titles published, 230+ employees,

based in Vancouver, BC, Canada• Acquired in March 2005 by Vivendi Universal Games• Recent hits:

• The Incredible Hulk: Ultimate Destruction (IHUD)• The Hulk• Crash: Tag Team Racing • Simpsons Hit and Run• Simpsons Road Rage• Scarface (coming in 2006)

• ~3-5 production teams, plus Advanced Technology Group

Page 5: Goals of this session

Incredible Hulk: Critical Reception

• ~85% on Gamerankings • “Best Superhero Game Ever” according to ratings

– Gamespy Game of the Month Aug 2005– IGN Game of the Month Aug 2005– OXM Game of the Month Aug 2005– Action/Adventure Game of the Year: AIAS finalist

• Official PlayStation Magazine UK, May 2005 : “…the feeling of power is immense.” “Already it's clear that they've got the most important thing right - the actual feel of the Hulk - so in terms of accuracy we have little to worry about. “

You’ll get more out of this session if you play the game.

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Game Demo

• Play video!

Page 7: Goals of this session

Hulk To Date

• Hulk IP– Comics began in 1962– TV Series 1978-83– Hulk Movie in 2003– POWER FANTASY!

• Sequel• Schedule: approx 24 month• Licensed IP in Comic Book Space • 2005: Super Hero Summer

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Game Direction

• Target Market: 13-17 year old males • Defines The Hulk Experience: gameplay on a

scale you cannot get anywhere else• ACTION ON THE RICHTER SCALE

– INTIMATE: Spider-Man throws a fist-sized web-ball at a purse snatcher…

– EPIC: Hulk throws a FLAMING BUS at a COLUMN OF MECHS…

• Rich Worlds with Mission Gameplay

Page 9: Goals of this session

Hulk:UD Game Goals

UNSTOPPABLE MOVEMENT+ SMASH EVERYTHING+ EPIC FIGHTING+ TOTAL FREEDOM

= ULTIMATE POWER!

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Action Game Controls

• What is an action game?– conflict, struggle, skill, achievements, success

• The Importance of Game Controls – They are the interface to fun.– GOOD controls create fun WITHOUT content

• Mario64

– GOOD controls + GOOD content = GREAT GAME • Castlevania: Symphony of the Night

– ANY content + weak controls = sub-average game• You’ll know it when you’ve played it

• As GAME DESIGNER it is YOU who will drive the game controls

Page 12: Goals of this session

The Character Functionality Group

• “Strike Team”– AI Programmer – Design Scripter– Gameplay Animators x2 – Gameplay Programmer– Lead Designer

• Radical Engine• Gym Tool• Maya 6

• Observation: TOYS

Page 13: Goals of this session

Hulk Move Types

• Locomotion– Walking– Running– Wallrunning– Jumping– Climbing…

• Combat– Strikes– Grapples– Weapon Use– Weaponization– Weapon Pickups– Gethits– Struggles– Wallhits– Floats– Lands…

• Acting– Ambience– Taunt– Misc…

• ~150 Moves Total– Blending Technology– Segmentation Tricks

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To Action!

• Original Process…(~first 10 dev months)– Document the moves…– Animate the moves…– Script in the moves…– Review…maybe

• Results = “TEH SUCK”– Reviewed the results vs. Goals– …FAILED!

Page 15: Goals of this session

Return To Action!

•Relocation/Reorganize/Reboot (~Milestone 12 to final)•Game References•Movelist Design

–Prioritization•Meeting Session Process

–Pose, play, have fun!–References: photos and movies–Action Figures… STIKFAS recommended!

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STIKFAS: Grab and Play…

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New Process: “DO IT NOW”

Process Focus: “NOW”• Animate NOW• Get Ingame NOW• Play with it NOW• Reiterate NOW• Lock down - and move on NOW

Observable Results…• Momentum!• Fun!• Synergy!• Quality!• RESULTS!

Page 19: Goals of this session

Anatomy Of A Hulk Animation

• Runtime Demo• Idle• Windup• Execution

– HOLD…• Execution Transition• Return to Idle• **OPPORTUNITY

• Plus…– Sound Effects – Visual Effects– Impact scripting

• Gethits• Physics• Floats• Damage• HUD Feedback• Special Properties (Crushers etc)

– Exit Opportunities!

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Combos

• Combo flow– Initial failure

• Readable: DISTINCT poses required– FORGET SUBTLETY – Overly Theatrical is good (Shatner)– NO acting is BAD acting (Man With No Name)

Page 26: Goals of this session

Extreme Moves

Hulk has many “one-off” techniques• Grapples• Weaponizations • Strikes that ARE grapples• Devastators

Issues: – Move Scale– Character Scale – Timing for readability… ‘bigger’ means ‘longer’

Camera as your silent partner– Targeting– Auto Targeting– Target Selection– Did you notice…?

Page 27: Goals of this session

Tool: Ground Rules

• No Dead Ends– Guiding Principle, Power

• Best Superhero Game Ever– Quality Target, Competitive, Power

• When in doubt, favour the Hulk– Balance, Power

• Action On The Richter Scale– Go big or go home: ULTIMATE POWER

Page 28: Goals of this session

How This Group PWN3D THE HULK

• OPEN COMMUNICATION – “Brutal honesty with respect”, “Best idea wins.”

• NO EGO - Check your ego at the door• EXPERIMENT – When in doubt, try it• REITERATE – Fast iteration is key to forward

progress• LOCKDOWN – Fun first, then fair

Page 29: Goals of this session

Structure of the Strike Team

• Appoint a leader who is RESPONSIBLE• Move fast, cut off dead end topics• Keep minutes – rotating chair• You are part of a team - know yourself and others• Knowing yourself is the most important!

– No one person knows it all– Strive to develop trust– Work with others to figure out each others strengths– Seek feedback. Recognize failure.– Be critical of what you do! Find “critical allies”!– Embrace your weaknesses!

Page 30: Goals of this session

Enemies (in brief!)

• Lock down the player early • Need exaggerated windup to attacks• Add unnecessary Theatricality for vulnerable

or dangerous stages…even more important than with player

• Visual Effects are CRITICAL• Lots more hit and miss with enemies• AI is a huge variable• (K.I.S.S.)!

Page 31: Goals of this session

Findings

• What have we discussed? – Controls > Feel > Player interface with game

• Who should be involved?– Programmers, Artists and Designers who “get

game feel” and can communicate it– An egoless group that deservedly trusts one

another– Professionals willing to have fun, make

mistakes, learn and move on

Page 32: Goals of this session

Q+A

Eric Holmes Bryan [email protected] [email protected]

Radical Entertainment369 Terminal Avenue

Vancouver, BCV5A 4C4CANADA