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HURRY UP AND FAIL! GETTING PAST FAILURES AND FOCUSING ON CORE GAME DESIGN Brian Pelletier - Creative Director, Games Learning Society

Hurry up and fail! How to make progress with your game design

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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.

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Page 1: Hurry up and fail! How to make progress with your game design

HURRY UP AND FAIL!

GETTING PAST FAILURESAND FOCUSING ON CORE

GAME DESIGN

Brian Pelletier - Creative Director, Games Learning Society

Page 2: Hurry up and fail! How to make progress with your game design

My Background20 years Developing games

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Page 3: Hurry up and fail! How to make progress with your game design

16 + Shipped Retail Games

Page 4: Hurry up and fail! How to make progress with your game design

Why hurry up and fail?

Design is an evolutionary process

Page 5: Hurry up and fail! How to make progress with your game design

Why hurry up and fail?

What game design evolution really looks like

Page 6: Hurry up and fail! How to make progress with your game design

Prototype for success!

Don’t get lost in iterations

Move on quickly

Create proof of concepts

Solidify good ideas

Page 7: Hurry up and fail! How to make progress with your game design

Use Game Design Pillars

Foundation for future ideas

Key design statements

Used to answer design questions

Page 8: Hurry up and fail! How to make progress with your game design

Example of Failed Design

Started as a fighting game

Spent 1st year on melee combos

Page 9: Hurry up and fail! How to make progress with your game design

Establishing Pillars

Mutants with Super Powers!

RPG Elements

Epic Storyline

Marvel Universe

Page 10: Hurry up and fail! How to make progress with your game design

Applying the Pillars

Changed Development focus to Action Role Playing game

Super Powered FX

Character Building, leveling up

Large cast of Marvel characters

Page 11: Hurry up and fail! How to make progress with your game design

Example of Failed Design

Started as arena brawler

Locked camera

Limited abilities

Page 12: Hurry up and fail! How to make progress with your game design

Establishing Pillars

Unstoppable / Unkillable!

Lunge ability

Over the top!

Marvel Universe

Page 13: Hurry up and fail! How to make progress with your game design

Applying the Pillars

Change to 3rd Person Action Brawler

Intense action

Array of abilities

More comic book than movie

Page 14: Hurry up and fail! How to make progress with your game design

Using Pillars to guide gameplay decisions

How should Wolverine deal with attacking Helicopter?

1- Unstoppable: wolverine attacks the helicopter head on.

Page 15: Hurry up and fail! How to make progress with your game design

2- Uses Lunge ability to jump on the helicopter

Page 16: Hurry up and fail! How to make progress with your game design

3- Over the top actions: Wolverine pulls the pilot out of helicopter…

Page 17: Hurry up and fail! How to make progress with your game design

Lessons Learned

Define game design Pillars ASAP

Don’t devolve your vision

Proof of concepts – quick prototypes

Hurry up and fail, then move on

Page 18: Hurry up and fail! How to make progress with your game design

THANK YOU

Brian Pelletier

Creative Director, Games Learning Society