Transitioning From Linear to Open World Design with Sunset Overdrive. Liz England Designer at Insomniac Games
|
|
- William Shaw
- 5 years ago
- Views:
Transcription
1 Transitioning From Linear to Open World Design with Sunset Overdrive Liz England Designer at Insomniac Games
2 20 th year anniversary
3
4 LINEAR GAMEPLAY
5 Overview
6 Overview What do we mean by linear and open world?
7 Overview What do we mean by linear and open world? How did the roles and responsibilities of designers change?
8 Overview What do we mean by linear and open world? How did the roles and responsibilities of designers change? How did our workflow change in implementing systems, spaces, and content?
9 Overview What do we mean by linear and open world? How did the roles and responsibilities of designers change? How did our workflow change in implementing systems, spaces, and content? What were the side effects of these changes?
10 Linear Open World
11 PART 1: Linear vs. Open World
12 Linear Open World
13 Linear Open World
14 Linear Open World [open world node graph]
15
16
17 What is a page in a video game?
18
19 Based on where the player is, what do we know about the game state?
20 KNOWN UNKNOWN
21 KNOWN Time into game Story Progress Tutorials Combat Level Content Enemies Weapons Pacing UNKNOWN
22 KNOWN Time into game Story Progress Tutorials Level Content Enemies Weapons UNKNOWN Coop Difficulty Weapon Level Replay? Combat Pacing
23 Sunset Overdrive
24 KNOWN UNKNOWN
25 KNOWN Completed tutorial UNKNOWN
26 KNOWN Completed tutorial UNKNOWN Time Played? Story Moments? Mission? Weapons? Abilities? Areas Explored? Allies? Multiplayer? Pacing? Combat? Difficulty?
27 PART 2: Role of the Designer
28 Resistance 3 / Linear
29 Resistance 3 / Linear Designers are generalists
30 Resistance 3 / Linear Designers are generalists Owned discrete spaces
31 Resistance 3 / Linear Designers are generalists Owned discrete spaces Implemented all gameplay in that space
32 Resistance 3 / Linear Designers are generalists Owned discrete spaces Implemented all gameplay in that space
33 Resistance 3 / Linear Designers are generalists Owned discrete spaces Implemented all gameplay in that space
34 Resistance 3 / Linear Designers are generalists Owned discrete spaces Implemented all gameplay in that space
35 design generalists became design specialists
36 Sunset Overdrive / Open World Designers are specialists
37 Sunset Overdrive / Open World Designers are specialists Owned systems not spaces
38 Sunset Overdrive / Open World Designers are specialists Owned systems not spaces Implemented one system in all spaces
39 Vertical Horizontal
40 Vertical Horizontal
41 Vertical Horizontal
42 What is a system?
43 What is the player doing in a space?
44 Moving through it traversal system
45 Moving through it Fighting enemies traversal system combat system
46 Moving through it Fighting enemies Completing objectives traversal system combat system mission & quest system
47 Moving through it Fighting enemies Completing objectives Searching for loot traversal system combat system mission & quest system open world system
48 Moving through it Fighting enemies Completing objectives Searching for loot Competing traversal system combat system mission & quest system open world system multiplayer system
49
50 Why specialists?
51 Why specialists? rise of systems
52 Why specialists? rise of systems importance of metrics & rules
53 Why specialists? rise of systems importance of metrics & rules
54 Why specialists? rise of systems importance of metrics & rules coordination with departments
55 Why specialists? rise of systems importance of metrics coordination with departments
56 Why specialists? rise of systems importance of metrics & rules coordination with departments new tech specific to open world
57 Why specialists? rise of systems importance of metrics & rules coordination with departments new tech specific to open world modularized art system
58 Why specialists? rise of systems importance of metrics & rules coordination with departments new tech specific to open world hex-based streaming
59 Why specialists? rise of systems importance of metrics & rules coordination with departments new tech specific to open world tool to generate roads
60 Why specialists? rise of systems importance of metrics & rules coordination with departments new tech specific to open world tradition of hand-scripted gameplay
61 Why specialists? rise of systems importance of metrics & rules coordination with departments new tech specific to open world tradition of hand-scripted gameplay } full time job!
62 PART 3: Workflow
63 Recap!
64 Systems Workflow Resistance 3 Sunset Overdrive
65 DESIGNER Resistance 3 Systems Workflow Sunset Overdrive
66 DESIGNER Resistance 3 define system Systems Workflow Sunset Overdrive
67 DESIGNER Resistance 3 Systems Workflow Sunset Overdrive define system PROGRAMMER create system
68 DESIGNER Resistance 3 Systems Workflow Sunset Overdrive define system PROGRAMMER create system DESIGNER implement DESIGNER implement DESIGNER implement
69 DESIGNER Resistance 3 Systems Workflow Sunset Overdrive define system PROGRAMMER create system implement DESIGNER implement DESIGNER implement DESIGNER implement
70 DESIGNER Resistance 3 Systems Workflow Sunset Overdrive define system PROGRAMMER create system implement DESIGNER implement DESIGNER implement DESIGNER implement
71 DESIGNER Resistance 3 Systems Workflow DESIGNER Sunset Overdrive define system PROGRAMMER create system implement DESIGNER implement DESIGNER implement DESIGNER implement
72 DESIGNER Resistance 3 Systems Workflow DESIGNER Sunset Overdrive define system PROGRAMMER define system create system implement DESIGNER implement DESIGNER implement DESIGNER implement
73 DESIGNER Resistance 3 Systems Workflow DESIGNER Sunset Overdrive define system PROGRAMMER define system PROGRAMMER create system create system implement DESIGNER implement DESIGNER implement DESIGNER implement
74 DESIGNER Resistance 3 Systems Workflow DESIGNER Sunset Overdrive define system PROGRAMMER define system PROGRAMMER create system create system implement DESIGNER implement DESIGNER implement DESIGNER implement implement
75 Spaces & Content Workflow
76 Spaces & Content Workflow Resistance 3
77 Spaces & Content Workflow Resistance 3 DESIGNER
78 Resistance 3 DESIGNER whitebox spaces Spaces & Content Workflow
79 Resistance 3 DESIGNER whitebox spaces prototype gameplay Spaces & Content Workflow
80 DESIGNER Resistance 3 whitebox spaces prototype gameplay define visuals Spaces & Content Workflow ARTIST
81 DESIGNER Resistance 3 whitebox spaces prototype gameplay define visuals add layers Spaces & Content Workflow ARTIST AUDIO FX
82 DESIGNER Resistance 3 whitebox spaces prototype gameplay define visuals add layers iterate Spaces & Content Workflow ARTIST AUDIO FX
83 DESIGNER Resistance 3 whitebox spaces prototype gameplay define visuals add layers iterate bug-fix and polish Spaces & Content Workflow ARTIST AUDIO FX
84 Spaces & Content Workflow Sunset Overdrive
85 Spaces & Content Workflow Sunset Overdrive WORLD BUILDER
86 Sunset Overdrive WORLD BUILDER whitebox spaces Spaces & Content Workflow
87 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer Spaces & Content Workflow
88 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer split area into blocks Spaces & Content Workflow
89
90 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer split area into blocks hand off spaces to Spaces & Content Workflow
91 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer split area into blocks hand off spaces to Spaces & Content Workflow COMBAT DESIGNER MISSION DESIGNER MULTIPLAYER DESIGNER
92 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer split area into blocks hand off spaces to Spaces & Content Workflow EACH SPECIALIST COMBAT DESIGNER MISSION DESIGNER MULTIPLAYER DESIGNER
93 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer split area into blocks hand off spaces to Spaces & Content Workflow EACH SPECIALIST optimizes the space COMBAT DESIGNER MISSION DESIGNER MULTIPLAYER DESIGNER
94
95 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer split area into blocks hand off spaces to Spaces & Content Workflow EACH SPECIALIST optimizes the space finalizes the geometry COMBAT DESIGNER MISSION DESIGNER MULTIPLAYER DESIGNER
96 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer split area into blocks hand off spaces to Spaces & Content Workflow EACH SPECIALIST optimizes the space finalizes the geometry the space is ready for gameplay COMBAT DESIGNER MISSION DESIGNER MULTIPLAYER DESIGNER
97 Gameplay content are instanced layers called overlays
98
99
100
101
102
103
104 Sunset Overdrive Spaces & Content Workflow Basic open world structure Traversal markup Create identity for space Gameplay Layers Geometry Iteration Bug-fix & Polish Missions Quests Challenges Multiplayer Open World Combat
105 Do designers hand off work? Linear Open World Systems Spaces
106 Do designers hand off work? Systems Linear YES Open World NO Spaces NO YES
107 Recap
108 Recap What do we mean by linear and open world?
109 Recap What do we mean by linear and open world? How did the roles and responsibilities of designers change?
110 Recap What do we mean by linear and open world? How did the roles and responsibilities of designers change? How did our workflow change in implementing systems, spaces, and content?
111 Recap What do we mean by linear and open world? How did the roles and responsibilities of designers change? How did our workflow change in implementing systems, spaces, and content? What were the side effects of these changes?
112 PART 4: Side Effects
113 The Bad The Good
114 The Bad feedback lag from leads The Good
115 feedback lag from leads bottlenecks The Bad The Good
116 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking The Good
117 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers The Good
118 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems The Good
119 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems hot-potato bugs The Good
120 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems hot-potato bugs The Good
121 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems hot-potato bugs The Good rapid content creation
122 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems hot-potato bugs The Good rapid content creation faster ramp up for new team members
123 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems hot-potato bugs The Good rapid content creation faster ramp up for new team members Communication between designers
124 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems hot-potato bugs The Good rapid content creation faster ramp up for new team members Communication between designers Communication with art
125 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems hot-potato bugs The Good rapid content creation faster ramp up for new team members Communication between designers Communication with art Communication with gameplay programmers
126
127 Are these changes permanent?
128 Are these changes permanent? No.
129
130 Q & A
Federico Forti, Erdi Izgi, Varalika Rathore, Francesco Forti
Basic Information Project Name Supervisor Kung-fu Plants Jakub Gemrot Annotation Kung-fu plants is a game where you can create your characters, train them and fight against the other chemical plants which
More informationthe gamedesigninitiative at cornell university Lecture 4 Game Components
Lecture 4 Game Components Lecture 4 Game Components So You Want to Make a Game? Will assume you have a design document Focus of next week and a half Building off ideas of previous lecture But now you want
More informationExamples Debug Intro BT Intro BT Edit Real Debug
More context Archetypes Architecture Evolution Intentional workflow change New workflow almost reverted Examples Debug Intro BT Intro BT Edit Real Debug 36 unique combat AI split into 11 archetypes 5 enemy
More informationPASSENGER. Story of a convergent pipeline. Thomas Felix TG - Passenger Ubisoft Montréal. Pierre Blaizeau TWINE Ubisoft Montréal
PASSENGER Story of a convergent pipeline Thomas Felix TG - Passenger Ubisoft Montréal Pierre Blaizeau TWINE Ubisoft Montréal Technology Group PASSENGER How to expand your game universe? How to bridge game
More informationEmergent s Gamebryo. Casey Brandt. Technical Account Manager Emergent Game Technologies. Game Tech 2009
Emergent s Gamebryo Game Tech 2009 Casey Brandt Technical Account Manager Emergent Game Technologies Questions To Answer What is Gamebryo? How does it look today? How is it designed? What titles are in
More informationGame Production: the production process
Game Production: the production process Fabiano Dalpiaz f.dalpiaz@uu.nl 1 Outline Lecture contents 1. Game production overview 2. Pre-production 3. Production 4. Testing 5. Post-production 6. Teams 7.
More informationProcedural Level Generation for a 2D Platformer
Procedural Level Generation for a 2D Platformer Brian Egana California Polytechnic State University, San Luis Obispo Computer Science Department June 2018 2018 Brian Egana 2 Introduction Procedural Content
More informationIntroduction to Game Design. Truong Tuan Anh CSE-HCMUT
Introduction to Game Design Truong Tuan Anh CSE-HCMUT Games Games are actually complex applications: interactive real-time simulations of complicated worlds multiple agents and interactions game entities
More informationGame Programming Paradigms. Michael Chung
Game Programming Paradigms Michael Chung CS248, 10 years ago... Goals Goals 1. High level tips for your project s game architecture Goals 1. High level tips for your project s game architecture 2.
More informationMage Arena will be aimed at casual gamers within the demographic.
Contents Introduction... 2 Game Overview... 2 Genre... 2 Audience... 2 USP s... 2 Platform... 2 Core Gameplay... 2 Visual Style... 2 The Game... 3 Game mechanics... 3 Core Gameplay... 3 Characters/NPC
More informationPlot and Parcel Procedural Level Design in XCOM 2. Brian Hess Lead Level Designer, Firaxis Games
Plot and Parcel Procedural Level Design in XCOM 2 Brian Hess Lead Level Designer, Firaxis Games Who am I? Talk Outline History of XCOM Development of procedural system Procedural Tools Challenges during
More informationBuilding a Better Battle The Halo 3 AI Objectives System
11/8/12 Building a Better Battle The Halo 3 AI Objectives System Damián Isla Bungie Studios 1 Big Battle Technology Precombat Combat dialogue Ambient sound Scalable perception Flocking Encounter logic
More informationHERO++ DESIGN DOCUMENT. By Team CreditNoCredit VERSION 6. June 6, Del Davis Evan Harris Peter Luangrath Craig Nishina
HERO++ DESIGN DOCUMENT By Team CreditNoCredit Del Davis Evan Harris Peter Luangrath Craig Nishina VERSION 6 June 6, 2011 INDEX VERSION HISTORY 4 Version 0.1 April 9, 2009 4 GAME OVERVIEW 5 Game logline
More information9am 12pm 3pm 6pm 9pm 12am 1am 9am 12pm 3pm 6pm 9pm 12am 3am 6am 9am. Balance Mechanics. Refactor SLEEP. Effects
48-Hour Video Game Contest Programmer/Designer, Artist Day 1 Day 2 9am 12pm 3pm 6pm 9pm 12am 1am 9am 12pm 3pm 6pm 9pm 12am 3am 6am 9am Controls Programmer- Designer 2D / 3D Artist Loading Character Art
More informationAgile Game Development
Agile Game Development Introducing agile to an industry Clinton Keith Clinton Keith Agile c oach and tra iner 24 yea rs of dev elopm ence ent experi Avioni c underw s, autonomo u games ater robotics s,
More informationCompetition Manual. 11 th Annual Oregon Game Project Challenge
2017-2018 Competition Manual 11 th Annual Oregon Game Project Challenge www.ogpc.info 2 We live in a very connected world. We can collaborate and communicate with people all across the planet in seconds
More informationMIKE MORASKY VALVE MUSIC IN VALVE GAMES AND MEDIA
MIKE MORASKY VALVE MUSIC IN VALVE GAMES AND MEDIA This Talk A broad, slightly historical overview Some of the things we ve learned Minimizing barriers Going forward and what we re excited about Your input
More informationScheme of Work Overview
Scheme of Work Overview About this unit This unit aims to teach students the fundamentals of games programming using Kodu, which is a visual game development environment. Using Kodu students will understand
More informationNWN ScriptEase Tutorial
Name: Date: NWN ScriptEase Tutorial ScriptEase is a program that complements the Aurora toolset and helps you bring your story to life. It helps you to weave the plot into your story and make it more interesting
More informationthe gamedesigninitiative at cornell university Lecture 4 Game Grammars
Lecture 4 Sources for Today s Talk Raph Koster (one of original proponents) Theory of Fun, 10 Years Later (GDCOnline 2012) http://raphkoster.com Ernest Adams and Joris Dormans Game Mechanics: Advanced
More informationIMGD 1001: Level Design
IMGD 1001: Level Design by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu) Outline Gameplay Level Design Game Balance (done) (next) Claypool and Lindeman - WPI, CS and IMGD 2 1 Project
More informationA retro space combat game by Chad Fillion. Chad Fillion Scripting for Interactivity ITGM 719: 5/13/13 Space Attack - Retro space shooter game
A retro space combat game by Designed and developed as a throwback to the classic 80 s arcade games, Space Attack launches players into a galaxy of Alien enemies in an endurance race to attain the highest
More informationCoop Design for an Open World. David G. Bowring
Coop Design for an Open World David G. Bowring David Bowring Gameplay Designer for Saints Row 2 COOP systems design Mission design Level design and scripting Volition Inc Saint s Row 2(XBOX360/PS3/PC)
More informationthe gamedesigninitiative at cornell university Lecture 3 Design Elements
Lecture 3 Reminder: Aspects of a Game Players: How do humans affect game? Goals: What is player trying to do? Rules: How can player achieve goal? Challenges: What obstacles block goal? 2 Formal Players:
More informationIntroducation Cooler Master Co., Ltd. All Rights Reserved. All trademarks are registered to their respective owners.
PRODUCT SHEET Introducation In alliance with Futuremark, CM Storm has unleashed the Sentinel Z3RO-G bundling with Shattered Horizon, the multiplayer shooter game played in zero gravity. Developed for Shattered
More informationGillian Smith.
Gillian Smith gillian@ccs.neu.edu CIG 2012 Keynote September 13, 2012 Graphics-Driven Game Design Graphics-Driven Game Design Graphics-Driven Game Design Graphics-Driven Game Design Graphics-Driven Game
More informationGaming Development Fundamentals
Gaming Development Fundamentals EXAM INFORMATION Items 27 Points 43 Prerequisites RECOMMENDED COMPUTER PROGRAMMING I DIGITAL MEDIA I Grade Level 9-12 Course Length DESCRIPTION This course is designed to
More informationGame Postmortems. Game Postmortems. The Sims 2. ! What has the game industry learned about game design? CMPUT Fall 2005.
CMPUT 299 Fall 2005 November 15! What has the game industry learned about game design?! What lessons can we learn?! How does the game-development industry work?! What parts of the game design process do
More informationthe gamedesigninitiative at cornell university Lecture 3 Design Elements
Lecture 3 Reminder: Aspects of a Game Players: How do humans affect game? Goals: What is player trying to do? Rules: How can player achieve goal? Challenges: What obstacles block goal? 2 Formal Players:
More informationSurfing on a Sine Wave
Surfing on a Sine Wave 6.111 Final Project Proposal Sam Jacobs and Valerie Sarge 1. Overview This project aims to produce a single player game, titled Surfing on a Sine Wave, in which the player uses a
More informationLearning technology trends and implications
Learning technology trends and implications ISA s 2016 Annual Business Retreat By Anders Gronstedt, Ph.D., President, Gronstedt Group 1.15 pm, March 22, 2016 Disruptive learning trends Gamification Meta
More informationVox s Paladins Spectator Mode Guide
Vox s Paladins Spectator Mode Guide Requirements Keyboard with numpad (10key) This is required to be able to use the default spectator keybinds in Paladins. Paladins If Broadcasting Suitable PC setup for
More informationChapter 4: Internal Economy. Hamzah Asyrani Sulaiman
Chapter 4: Internal Economy Hamzah Asyrani Sulaiman in games, the internal economy can include all sorts of resources that are not part of a reallife economy. In games, things like health, experience,
More informationUser Interfaces. What is the User Interface? Player-Centric Interface Design
User Interfaces What is the User Interface? What works is better than what looks good. The looks good can change, but what works, works UI lies between the player and the internals of the game. It translates
More informationAssignment Cover Sheet Faculty of Science and Technology
Assignment Cover Sheet Faculty of Science and Technology NAME: Andrew Fox STUDENT ID: UNIT CODE: ASSIGNMENT/PRAC No.: 2 ASSIGNMENT/PRAC NAME: Gameplay Concept DUE DATE: 5 th May 2010 Plagiarism and collusion
More informationA video game by Nathan Savant
A video game by Nathan Savant Elevator Pitch Mage Ball! A game of soccer like you've never seen, summon walls, teleport, and even manipulate gravity in an intense multiplayer battle arena. - Split screen
More informationCSS 385 Introduction to Game Design & Development. Week-6, Lecture 1. Yusuf Pisan
CSS 385 Introduction to Game Design & Development Week-6, Lecture 1 Yusuf Pisan 1 Weeks Fly By Week 6 10/30 - Discuss single button games 11/1 - Discuss game postmortems 11/4 - Single Button Game (Individual)
More informationCompuScholar, Inc. Alignment to Utah Game Development Fundamentals Standards
CompuScholar, Inc. Alignment to Utah Game Development Fundamentals Standards Utah Course Details: Course Title: Primary Career Cluster: Course Code(s): Standards Link: Game Development Fundamentals CTE
More informationUnity Certified Programmer
Unity Certified Programmer 1 unity3d.com The role Unity programming professionals focus on developing interactive applications using Unity. The Unity Programmer brings to life the vision for the application
More informationFPS Assignment Call of Duty 4
FPS Assignment Call of Duty 4 Name of Game: Call of Duty 4 2007 Platform: PC Description of Game: This is a first person combat shooter and is designed to put the player into a combat environment. The
More informationType to enter text. GoSphero.com
Type to enter text GoSphero.com What is Sphero? Sphero is the world s first robotic ball gaming system that you control with a tilt, touch, or swing from your smartphone or tablet. You can even use Sphero
More informationGame Designers. Understanding Design Computing and Cognition (DECO1006)
Game Designers Understanding Design Computing and Cognition (DECO1006) Rob Saunders web: http://www.arch.usyd.edu.au/~rob e-mail: rob@arch.usyd.edu.au office: Room 274, Wilkinson Building Who are these
More informationScout s Address: City: State: Zip:
Game Design BYU Merit Badge PowWow Official Merit Badge Worksheet Scout s Name: Instructor s Name: Scout s Address: City: State: Zip: Instructions 1) The Scout is to review the merit badge book before
More informationEDUCATING AND ENGAGING CHILDREN AND GUARDIANS ON THE BENEFITS OF GOOD POSTURE
EDUCATING AND ENGAGING CHILDREN AND GUARDIANS ON THE BENEFITS OF GOOD POSTURE CSE: Introduction to HCI Rui Wu Siyu Pan Nathan Lee 11/26/2018 Table of Contents Table of Contents 2 The Team 4 Problem and
More informationChapter 4 Summary Working with Dramatic Elements
Chapter 4 Summary Working with Dramatic Elements There are two basic elements to a successful game. These are the game formal elements (player, procedures, rules, etc) and the game dramatic elements. The
More informationCompetition Manual. 12 th Annual Oregon Game Project Challenge
2018-2019 Competition Manual 12 th Annual Oregon Game Project Challenge www.ogpc.info 2 There are millions of people around the world that lack things many of us take for granted. In some countries, the
More informationTo experience the new content, go to the VR center in Carceburg after doing the alcohol mission.
To experience the new content, go to the VR center in Carceburg after doing the alcohol mission. Known Issues: - There is not much story content added this update because of the time required to completely
More informationVK Computer Games. Mathias Lux & Horst Pichler Universität Klagenfurt
VK Computer Games Mathias Lux & Horst Pichler Universität Klagenfurt This work is licensed under a Creative Commons Attribution- NonCommercial-ShareAlike 2.0 License. See http://creativecommons.org/licenses/by-nc-sa/2.0/at/
More informationOne-Year Conservatory in GAME DESIGN
332 One-Year Conservatory in GAME DESIGN LOCATION NEW YORK CITY; LOS ANGELES, CALIFORNIA Locations are subject to change. For start dates and tuition, please visit nyfa.edu 333 CONSERVATORY 1-Year Game
More information4-Pair Howell (24 boards)
Package 8P41 4-Pair Howell (24 boards) This package was prepared by Richard Pavlicek to facilitate the running of a two-table pair game. The movement consists of six rounds of four boards each, with each
More informationCS 354R: Computer Game Technology
CS 354R: Computer Game Technology http://www.cs.utexas.edu/~theshark/courses/cs354r/ Fall 2017 Instructor and TAs Instructor: Sarah Abraham theshark@cs.utexas.edu GDC 5.420 Office Hours: MW4:00-6:00pm
More informationOur different time phases on the DADIU semester was as following:
Introduction: DADIU is the National Academy of digital interactive Entertainment and it is a institution with a collaboration between different universities. The universities have different roles depending
More informationTeam 11. Flingshot. An infinite mobile climber game which uses the touch screen to control the character.
Team 11 Dylan Herrig James Glass Zach Bruennig Kate Ramge Ryan Kass Flingshot Project Synopsis An infinite mobile climber game which uses the touch screen to control the character. Project Description
More informationVARIANT: LIMITS GAME MANUAL
VARIANT: LIMITS GAME MANUAL FOR WINDOWS AND MAC If you need assistance or have questions about downloading or playing the game, please visit: triseum.echelp.org. Contents INTRODUCTION... 1 MINIMUM SYSTEM
More informationOlivier Deriviere, Composer, Music Producer John Kurlander, Recording and Mixing Engineer. Behind the Unique Interactive Soundtrack of the Future
Olivier Deriviere, Composer, Music Producer John Kurlander, Recording and Mixing Engineer Behind the Unique Interactive Soundtrack of the Future Agenda About Olivier Deriviere, John Kurlander and Remember
More informationThe Level is designed to be reminiscent of an old roman coliseum. It has an oval shape that
Staging the player The Level is designed to be reminiscent of an old roman coliseum. It has an oval shape that forces the players to take one path to get to the flag but then allows them many paths when
More informationSky Pirates and the Quest for Helium
Sky Pirates and the Quest for Helium for 2 6 players (1 inch or larger hexes) Each player controls 3 port cities where they may resupply (fill or exchange all slots) by collecting tribute. At other ports
More informationHOW TO CREATE A SERIOUS GAME?
3 HOW TO CREATE A SERIOUS GAME? ERASMUS+ COOPERATION FOR INNOVATION WRITING A SCENARIO In video games, narration generally occupies a much smaller place than in a film or a book. It is limited to the hero,
More informationCore Game Mechanics and Features in Adventure Games The core mechanics in most adventure games include the following elements:
Adventure Games Overview While most good games include elements found in various game genres, there are some core game mechanics typically found in most Adventure games. These include character progression
More informationSensible Chuckle SuperTuxKart Concrete Architecture Report
Sensible Chuckle SuperTuxKart Concrete Architecture Report Sam Strike - 10152402 Ben Mitchell - 10151495 Alex Mersereau - 10152885 Will Gervais - 10056247 David Cho - 10056519 Michael Spiering Table of
More informationCISC 1600, Lab 2.2: More games in Scratch
CISC 1600, Lab 2.2: More games in Scratch Prof Michael Mandel Introduction Today we will be starting to make a game in Scratch, which ultimately will become your submission for Project 3. This lab contains
More informationGAME PRODUCTION HANDBOOK Second Edition
THE GAME PRODUCTION HANDBOOK Second Edition BY HEATHER MAXWELL CHANDLER INFINITY SCIENCE PlliSS INFINITY SCIENCE PRESS LLC Hingham, Massachusetts New Delhi, India TABLE OF CONTENTS Foreword Preface Acknowledgments
More information@3 [fijl)~ 8: ~ 0 ~~ ~~~ C
@3 [fijl)~ 8: ~ 0 ~~ ~~~ C A Practical Guide to Sound and Music for Interactive Garnes Richard Stevens Dave Raybould AMSTERDAM BOSTON H EIDELBERG LOND ON N EW Y ORK O XFORD PARIS SAN D IEGO SAN FRANCISCO
More informationOFFensive Swarm-Enabled Tactics (OFFSET)
OFFensive Swarm-Enabled Tactics (OFFSET) Dr. Timothy H. Chung, Program Manager Tactical Technology Office Briefing Prepared for OFFSET Proposers Day 1 Why are Swarms Hard: Complexity of Swarms Number Agent
More informationOrbital Delivery Service
Orbital Delivery Service Michael Krcmarik Andrew Rodman Project Description 1 Orbital Delivery Service is a 2D moon lander style game where the player must land a cargo ship on various worlds at the intended
More informationOutline. IMGD 1001: Level Design. Project 6 - Selecting Features. Project 6 - Types of Features. Project 6 - Tips on Vetting.
IMGD 1001: Level Design Outline Gameplay Level Design Game Balance (done) (this deck) IMGD 1001 2 Project 6 - Selecting Features Note! First Work on core mechanics (movement, shooting, etc.) Get bugs worked
More informationCREATURE INVADERS DESIGN DOCUMENT VERSION 0.2 MAY 14, 2009
L CREATURE INVADERS DESIGN DOCUMENT VERSION 0.2 MAY 14, 2009 INDEX VERSION HISTORY... 3 Version 0.1 May 5th, 2009... 3 GAME OVERVIEW... 3 Game logline... 3 Gameplay synopsis... 3 GAME DETAILS... 4 Description...
More informationIntroduction. Modding Kit Feature List
Introduction Welcome to the Modding Guide of Might and Magic X - Legacy. This document provides you with an overview of several content creation tools and data formats. With this information and the resources
More informationEditing the standing Lazarus object to detect for being freed
Lazarus: Stages 5, 6, & 7 Of the game builds you have done so far, Lazarus has had the most programming properties. In the big picture, the programming, animation, gameplay of Lazarus is relatively simple.
More informationVOLITION 2014 GDC SESSION INFO
Super Powering the Saints: Animation Direction of Saints Row IV s Super Jumping Zach Lowery Saints Row IV Animation Director Thursday, March 20 12:05pm to 12:30pm Room 3016, West Hall Visual Arts, Design
More informationthe gamedesigninitiative at cornell university Lecture 5 Rules and Mechanics
Lecture 5 Rules and Mechanics Lecture 5 Rules and Mechanics Today s Lecture Reading is from Unit 2 of Rules of Play Available from library as e-book Linked to from lecture page Not required, but excellent
More informationLearning Artificial Intelligence in Large-Scale Video Games
Learning Artificial Intelligence in Large-Scale Video Games A First Case Study with Hearthstone: Heroes of WarCraft Master Thesis Submitted for the Degree of MSc in Computer Science & Engineering Author
More informationthe question of whether computers can think is like the question of whether submarines can swim -- Dijkstra
the question of whether computers can think is like the question of whether submarines can swim -- Dijkstra Game AI: The set of algorithms, representations, tools, and tricks that support the creation
More informationDEMIGOD DEMIGOD. characterize stalls and pop-ups during game play. Serious gamers play games at their maximum settings driving HD monitors.
Intel Solid-State Drives (Intel SSDs) are revolutionizing storage performance on desktop and laptop PCs, delivering dramatically faster load times than hard disk drives (HDDs). When Intel SSDs are used
More informationSmall Steps in the Dark: Embracing the Continuous Prototyping Mindset. Tim Ambrogi Co-Founder/Engineer, Final Form Games
Small Steps in the Dark: Embracing the Continuous Prototyping Mindset Tim Ambrogi Co-Founder/Engineer, Final Form Games PART I PROTOTYPING: A WORD WITH 1000 MEANINGS That One Room The Room Full of Crazy
More informationProcedural Content Generation
Lecture 14 Generation In Beginning, There Was Rogue 2 In Beginning, There Was Rogue Roguelike Genre Classic RPG style Procedural dungeons Permadeath 3 A Brief History of Roguelikes Precursors (1978) Beneath
More informationProcedural Content Generation
Lecture 13 Generation In Beginning, There Was Rogue 2 In Beginning, There Was Rogue Roguelike Genre Classic RPG style Procedural dungeons Permadeath 3 A Brief History of Roguelikes Precursors (1978) Beneath
More informationTac 3 Feedback. Movement too sensitive/not sensitive enough Play around with it until you find something smooth
Tac 3 Feedback Movement too sensitive/not sensitive enough Play around with it until you find something smooth Course Administration Things sometimes go wrong Our email script is particularly temperamental
More informationFoundations of Interactive Game Design
Foundations of Interactive Game Design 09: Development Cycles Brenda Romero blromero@ucsc.edu @br Today s Plan Game Design Methods Dev Cycles (dependent upon design method) Quiz Game Design Methods (Also
More informationSystem Requirements...2. Installation...2. Main Menu...3. New Features...4. Game Controls...8. WARRANTY...inside front cover
TABLE OF CONTENTS This manual provides details for the new features, installing and basic setup only; please refer to the original Heroes of Might and Magic V manual for more details. GETTING STARTED System
More informationHoboken Public Schools. High School Media Production Curriculum
Hoboken Public Schools High School Media Production Curriculum High School Media Production HOBOKEN PUBLIC SCHOOLS Course Description This course is a workshop that allows young adults the opportunity
More informationTop-Down Shooters DESMA 167B. TaeSung (Abraham) Roh
Top-Down Shooters DESMA 167B TaeSung (Abraham) Roh P a g e 1 Tyrian PC (MS-DOS and Windows) Genre: Top-down vertical shooter. Multiple game modes including a 2 player arcade mode. Plot: Trent is a skilled
More informationPETEY S GREAT ESCAPE TEAM PENGUIN CONSISTS OF: ALICE CAO, ARIAN GIBSON, BRYAN MCMAHON DESIGN DOCUMENT VERSION 0.5 JUNE 9, 2009
PETEY S GREAT ESCAPE TEAM PENGUIN CONSISTS OF: ALICE CAO, ARIAN GIBSON, BRYAN MCMAHON DESIGN DOCUMENT VERSION 0.5 JUNE 9, 2009 Petey s Great Escape Design Document 2 of 11 TABLE OF CONTENTS VERSION HISTORY...
More informationHoneycomb Hexertainment. Design Document. Zach Atwood Taylor Eedy Ross Hays Peter Kearns Matthew Mills Camoran Shover Ben Stokley
Design Document Zach Atwood Taylor Eedy Ross Hays Peter Kearns Matthew Mills Camoran Shover Ben Stokley 1 Table of Contents Introduction......3 Style...4 Setting...4 Rules..5 Game States...6 Controls....8
More informationAlong the way, battle with other ships to loot or destroy them. The Board
Sky Pirates and the Quest for Helium A take that pick up and deliver game for 2 6 players Helium a speculative lifting gas nearly as good as hydrogen but not subject to flame. No hydrogen dirigible would
More informationFAQ WHAT ARE THE MOST NOTICEABLE DIFFERENCES FROM TOAW III?
1 WHAT ARE THE MOST NOTICEABLE DIFFERENCES FROM TOAW III? a) Naval warfare has been radically improved. b) Battlefield Time Stamps have radically altered the turn burn issue. c) The User Interface has
More informationVR AR. (Immersion) (Interaction) (International) ---
1 ( VR AR (Immersion) (Interaction) (International) --- ( 2 : 2Dà3D ( : : 3 ( 4 vs. HMD 5 CAVE VRD Nitendo Wii 6 7 ( : à : à ( ) 8 vs. : --- + I I/O I/O, S O :» I/O» :»» 9 ( 1, à, ) ( ) 2 ( à ( à 3, 10
More informationGame Design 1. Unit 1: Games and Gameplay. Learning Objectives. After studying this unit, you will be able to:
Game Design 1 Are you a gamer? Do you enjoy playing video games or coding? Does the idea of creating and designing your own virtual world excite you? If so, this is the course for you! When it comes to
More informationLesson 6.1 Linear Equation Review
Name: Lesson 6.1 Linear Equation Review Vocabulary Equation: a math sentence that contains Linear: makes a straight line (no Variables: quantities represented by (often x and y) Function: equations can
More informationGame Design Project 2, Part 3 Group #3 By: POLYHEDONISTS Brent Allard, Taylor Carter, Andrew Greco, Alex Nemeroff, Jessica Nguy
Game Design Project 2, Part 3 Group #3 By: POLYHEDONISTS Brent Allard, Taylor Carter, Andrew Greco, Alex Nemeroff, Jessica Nguy Concept Side scrolling beat-em-up Isometric perspective that implements 2D
More informationGAME PROGRAMMING & DESIGN LAB 1 Egg Catcher - a simple SCRATCH game
I. BACKGROUND 1.Introduction: GAME PROGRAMMING & DESIGN LAB 1 Egg Catcher - a simple SCRATCH game We have talked about the programming languages and discussed popular programming paradigms. We discussed
More informationBE SURE TO COMPLETE HYPOTHESIS STATEMENTS FOR EACH STAGE. ( ) DO NOT USE THE TEST BUTTON IN THIS ACTIVITY UNTIL THE END!
Lazarus: Stages 3 & 4 In the world that we live in, we are a subject to the laws of physics. The law of gravity brings objects down to earth. Actions have equal and opposite reactions. Some objects have
More informationCONTENTS INTRODUCTION 2 CONTROLS 2. INTRODUCTION Titanfall 2 is the sequel to Respawn Entertainment s 2014 breakout hit, Titanfall.
CONTENTS INTRODUCTION 2 CONTROLS 2 MAIN MENU 8 MULTIPLAYER 8 INTRODUCTION Titanfall 2 is the sequel to Respawn Entertainment s 2014 breakout hit, Titanfall. In Titanfall 2 s Single Player campaign, you
More informationGame playtesting, Gameplay metrics (Based on slides by Michael Mateas, and Chapter 9 (Playtesting) of Game Design Workshop, Tracy Fullerton)
Game playtesting, Gameplay metrics (Based on slides by Michael Mateas, and Chapter 9 (Playtesting) of Game Design Workshop, Tracy Fullerton) UC Santa Cruz School of Engineering courses.soe.ucsc.edu/courses/cmps171/winter14/01
More informationGAME AUDIO LAB - AN ARCHITECTURAL FRAMEWORK FOR NONLINEAR AUDIO IN GAMES.
GAME AUDIO LAB - AN ARCHITECTURAL FRAMEWORK FOR NONLINEAR AUDIO IN GAMES. SANDER HUIBERTS, RICHARD VAN TOL, KEES WENT Music Design Research Group, Utrecht School of the Arts, Netherlands. adaptms[at]kmt.hku.nl
More informationImmersion & Game Play
IMGD 5100: Immersive HCI Immersion & Game Play Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu What is Immersion? Being There Being in
More informationScarface: Sound Design & Mixing Using a Post-Production Audio Model: OVERVIEW Scarface Game Overview How the Post-Production Model Came about
Scarface: Sound Design & Mixing Using a Post-Production Audio Model: OVERVIEW Scarface Game Overview How the Post-Production Model Came about In-house Tech Developments Choosing a Post-Production team
More informationMass Effect 3 Multiplayer Guide Xbox To Pc Play Together
Mass Effect 3 Multiplayer Guide Xbox To Pc Play Together Following the success of Mass Effect 3's multiplayer mode, Dragon Age multiplayer includes Will playing MP be required to get the full-game experience?
More informationVOLITION S CHALLENGE: DEFINING A PROJECT VISION. Greg Donovan Senior Producer
VOLITION S CHALLENGE: DEFINING A PROJECT VISION Greg Donovan Senior Producer Volition Project X List of Features Super Awesome, Fun Gameplay Some kind of Multiplayer, probably Lots of weapons and explosions
More informationGame Engines: Why and What? Dan White Technical Director Pipeworks Message
Game Engines: Why and What? Dan White Technical Director Pipeworks danw@pipeworks.com Message As you learn techniques, consider how they can be integrated into a production pipeline. 1 Sense of scale Video
More information