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