Game Design Studio III (CMPS 172) Making Worlds Seem Alive, Visual Polish

Similar documents
Art Direction. Making Game Worlds Feel Alive

Game Design and Programming

PLANETOID PIONEERS: Creating a Level!

Genre-Specific Level Design Analysis.

Game playtesting, Gameplay metrics (Based on slides by Michael Mateas, and Chapter 9 (Playtesting) of Game Design Workshop, Tracy Fullerton)

Key Abstractions in Game Maker

GAME DEVELOPMENT ESSENTIALS An Introduction (3 rd Edition) Jeannie Novak

Network Institute Tech Labs

Key Abstractions in Game Maker

CREATURE INVADERS DESIGN DOCUMENT VERSION 0.2 MAY 14, 2009

ART 269 3D Animation The 12 Principles of Animation. 1. Squash and Stretch

A Single view - Two Moods

Philips luminous textile with Kvadrat Soft Cells Content. Webinar, July 14 th 2014

Visually Directing the Player Joshua Nuernberger

HERO++ DESIGN DOCUMENT. By Team CreditNoCredit VERSION 6. June 6, Del Davis Evan Harris Peter Luangrath Craig Nishina

the gamedesigninitiative at cornell university Lecture 26 Storytelling

Mage Arena will be aimed at casual gamers within the demographic.

Cinematic Game Design II. Storytelling

12 Final Projects. Steve Marschner CS5625 Spring 2016

G54GAM Lab Session 1

Lights, Camera, Literacy! LCL! High School Edition. Glossary of Terms

Chapter 7A Storytelling and Narrative

User Interfaces. What is the User Interface? Player-Centric Interface Design

ARTISTRY IN A NEW MEDIUM: LONE ECHO AND THE MAGIC OF VR NATHAN PHAIL-LIFF ART DIRECTOR READY AT DAWN

FBISD Film festival. Taking what you have learned to competition

Negotiating representations of scientific phenomena during the. development of games for learning. Cornelia Brunner

Kodu Lesson 7 Game Design The game world Number of players The ultimate goal Game Rules and Objectives Point of View

By Ross McKenzie. A Transition Project for the Lockerbie Cluster

15MM FAST PLAY FANTASY RULES. 15mm figures on 20mm diameter bases Large Figures on 40mm Diameter bases

Clavinova s expressive capabilities embody more than a century of piano craftsmanship skill and spirit.

Advancing with Watercolor

Advancing with Watercolor

The Element of Art. 1.Line 2.Shape (2-D) 3.Form (3-D) 4.Space (3-D depth or distance) 5.Texture 6.Color

Chapter 4 Summary Working with Dramatic Elements

Chapter 05: Wave Motions and Sound

we the curious is a space

Art Glossary Studio Art Course

2D Platform. Table of Contents

Art 2D Mid-Term Review 2018

A series of ceramic and bronze sculptures exploring the subject of social anxiety through a personal perspective

Today s Topic: Beats & Standing Waves

Foundations of Interactive Game Design (80K) week four, lecture one

Assignment Cover Sheet Faculty of Science and Technology

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

How to make puppets. Construction paper, cardboard or foam* puppets. Case studies and instruction guides

Toon Dimension Formal Game Proposal

Rules and Boundaries

VACUUM MARAUDERS V1.0

In Focus. Newsletter of the Morgan Hill Photography Club. RED WHITE & BLUE is the Flickr theme for JULY.

Official Design Document

PublicServicePrep Comprehensive Guide to Canadian Public Service Exams

Objective View The McGraw-Hill Companies, Inc. All Rights Reserved.

Wild about Art Key Stage 1

While there are lots of different kinds of pitches, there are two that are especially useful for young designers:

GAME DESIGN AND DEVELOPMENT

The Importance of Everything Analytics of Map Design. Jim

TWO DIMENSIONAL DESIGN CHAPTER 11: TEXTURE

the gamedesigninitiative at cornell university Lecture 5 Rules and Mechanics

PENCILS TO PAINT USING A LIMITED PALETTE

Travel & Landscapes. Introduction

Tutorial: A scrolling shooter

Exam #2 CMPS 80K Foundations of Interactive Game Design

SGD Simulation & Game Development Course Information

ART Drawing I Fall 2015

the gamedesigninitiative at cornell university Lecture 5 Rules and Mechanics

AI in Computer Games. AI in Computer Games. Goals. Game A(I?) History Game categories

Foundations of Interactive Game Design (80K) week one, lecture one

in SCREENWRITING MASTER OF FINE ARTS Two-Year Accelerated

MPJO : FEATURE WRITING GEORGETOWN UNIVERSITY: MPS- JOURNALISM Tuesdays, 6 p.m. to 9:20 p.m. Summer 2014

GETTING OUTDOORS. March This book belongs to...

production RECORD SOUND To access our full set of Into Film mini filmmaking guides visit intofilm.org mini filmmaking guides INTOFILM.

COMPUTER AIDED DESIGN 40

Overview. The Game Idea

Tutorial: Creating maze games

ART 120 Drawing I ITEM ##0630 Fall 2018

The Elder Scrolls III: Morrowind The Godfather The Suffering - Ties that Bind The Warriors Time Splitters 2 Tom Clancy's Splinter Cell: Chaos Theory

GOULBURN AP&H SOCIETY SHOW SECTION 9 Photography THEME FOR 2019 Sometimes Wet Sometimes Dry Sponsored by Top Shot Photographics and Prints

Proposal Accessible Arthur Games

The Cabinet of Dr. Caligari Shot Break Down and Analysis Professor Barrenechea February 2015

Haplug: A Haptic Plug for Dynamic VR Interactions

Manyara class. Aug Nov 2012

Furries Furever Jared Hodges & Lindsay Cibos

Abdulmotaleb El Saddik Associate Professor Dr.-Ing., SMIEEE, P.Eng.

Physics for Kids. Science of Light. What is light made of?

Settings. P This page may be photocopied for instructional use only. The Story Maker Frances Dickens & Kirstin Lewis 2007

Presented by Craig Stocks Arts by Craig Stocks Arts

TGD3351 Game Algorithms TGP2281 Games Programming III. in my own words, better known as Game AI

Who am I? AI in Computer Games. Goals. AI in Computer Games. History Game A(I?)

the gamedesigninitiative at cornell university Lecture 2: Nature of Games

CINEMA AND MEDIA ARTS (CNMA)

4-H Model Building. Monroe County. Grades 3-12

Physical Presence in Virtual Worlds using PhysX

TEACHER S GUIDE. Zen Pencils: Volume Two Dream The Impossible Dream Classroom Activity and Discussion Guide

Class 1 Children State Fair Photography Judging. Place the four photos here & size for short dimension to 2

Concealment. Ambush. (total) Ambush (darkness) Cover. Bog. Cover (soft) Concealment. Cover (total)

Do photographic techniques reinforce message? Will a crop help content, composition?

Side & Subdued Lighting

GRAPHIC DESIGN PROGRAM 2019 Portfolio Requirements

Foundations of Interactive Game Design (80K) week one, lecture one

Introduction to Game Design. Truong Tuan Anh CSE-HCMUT

Transcription:

Game Design Studio III (CMPS 172) Making Worlds Seem Alive, Visual Polish UC Santa Cruz CMPS 172 Game Design Studio III courses.soe.ucsc.edu/courses/cmps172/spring12/01 ejw@cs.ucsc.edu 17 April 2012

Upcoming Events Daniel Benmergui Wednesday, April 18, 2012, E2 180, 11am Created Storyteller, the winner of the 2012 Independent Game Festival Nuovo Award for innovation. Zynga Campus Visit and Tech Talk Wednesday, April 18 5pm 7pm, Career Center Library (3 rd floor bookstore building) Food served, RSVP to robin@soe.ucsc.edu Spring Job and Internship Fair Tuesday, April 24, 11am-3pm College 9/10 Multipurpose Room Stone Librande Creative Director/Game Designer, EA/Maxis Wednesday, April 25, 2012 E2 180, 11am

Upcoming deadlines Thursday and Tuesday: no class, team meetings in lab Thursday: Sonar, MicroVentures, Devil s Bargain Tuesday: Puzzle Defenders, Firewall, Chroma Hello World: come see me at end of class to schedule a meeting time Friday (April 20) Team status reporting due Be aware that campus will likely be a little crazy on Friday (420 celebration: Friday, weather will be warm and nice) Friday (April 27) Sprint II ends Sprint III begins Team status reporting via report tool

Reminder: Lab Cleanup A reminder about teams responsible for lab tidying duty Week 3 (week of April 16): Chroma Week 4 (week of April 23): Chroma Week 5 (week of April 30): Sonar

Bringing Game Worlds to Life A common problem in many games is the game s world feels static, not alive. The game starts, and if the player doesn t use the controls: The player avatar is completely still There is nothing moving on screen The visual image given to the player is completely unchanging The game might as well be a still image, instead of an interactive experience Symptoms of a game world that feels static and dead

Ideal: Game worlds that feel alive The game world should feel like it is alive, with interesting activity that makes the player want to explore the world. Typically this does not mean you want a detailed simulation of the game world. No need to create a detailed simulation of plants, insects, animals, weather, etc. Instead, you wish to create a symbolic, or metaphoric representation of a living world For example, add elements into the game world to reinforce the themes of the game, or to make a particular point about the world of the characters

Motion brings worlds to life Once there are elements on-screen that are moving, the eye is drawn to these. In real life, things that are alive tend to move When we see motion, we sense that things are alive Rule of thumb Any situation where the on-screen image is completely static should be changed to add some motion. May wish to violate this rule if stillness is the desired effect. Typically stillness is an unwanted and unintended side-effect.

Class discussion What kinds of motion have you seen in computer games that communicates that things are alive? Idle state animation, moving back and forth, occasional movement to indicate puzzlement/waiting for player input Reinforce with sounds ( Come on! ) Particle effects: hero has aura about them, shield effect Realistic facial expressions: blinking, motion that indicates processing signals from environment (sight, listening, etc.) Night/day cycles Animated details in terrain (ex: trees drop leaves in Hexen 2) Birds and butterflies! Ambient motion of NPCs Dynamically moving backgrounds (clouds) Flickering lights (buzzing of fluorescent lights, flicker of a torch) Go meta: give tutorial instruction Rain. Flowing stream. Hear water in background. Dripping faucet.

Sound brings worlds to life Sounds of ambient activity can also bring a world to life. In the real world, places filled with activity are typically also filled with sound. Sound can convey action taking place off-screen, or emphasize motion visible on-screen Sound is also very powerful at communicating emotion, creating an overall feel to a place or situation Consider using ambient sound effects to convey a sensation of activity and life, or to convey emotional tone Be careful not to overdo this: a little sound goes a long way

Class discussion What kinds of sound have you seen in computer games that communicates that things are alive, or sets an emotional tone? Monster sounds to communicate danger, build suspense (Dead Space monster sense, hear monsters in the vents) Metroid Prime: embed sound of the monster into the music where that monster appears. Helps immersion, builds suspense. Silent Hill: radio crackles when monster is near (builds suspense) Bioshock: music sets the era/time period of the game, personalities of enemies Fallout: DJ explains what you just did over the radio (makes world seem like it is reacting to you) Grand Theft Auto: ambient conversations to give impression of life in the city. Secret of Evermore: sounds of market, then muffled, gives position in the city. Boss music: conveys difference of enemy, importance of encounter, builds drama Muffled gunshots/etc in background: gives impression you re part of larger battlefield Starcraft: illegal move sounds LA Noire: feedback to player, good interview, more to search, etc. Final Fantasy victory music: music can reinforce a brand

Game Demonstrations In-class demonstrations of games to identify ways they succeed and fail at creating the impression of a living game world. Games demoed SNES Lion King Buster Busts Loose Donkey Kong Country Super Mario World Saturn Magic Knight Rayearth

Visual Polish Polish is an effect that creates artificial cues about the physical properties of objects through interaction. Steve Swink, Game Feel, Chapter 9 (Polish Metrics) Distinction between polish and simulation When two objects collide Simulation: Determines that if both objects are solid, they rebound with certain force in specific directions. Polish: Visual: a spray of particles shoots out of the collision point Visual: the two objects squish and then rebound Audio: an emphasized crunch, whack, thunk etc. noise to emphasize the magnitude of the collision Polish items may not be realistic but they make the player feel the interaction more

The feel of game objects It is important to explicitly design the characteristics of objects in your game worlds These characteristics together contribute to the player s feel for these objects, and will lead to the use of specific visual, audio, and vibratory effects. Example: Shadow of the Colossus Giant bosses are massive and heavy Foot slamming into ground: Visual: screen shaking when near, clouds of dust and sprays of gravel Audio: deep booming noise, sound of debris being thrown

Elements of game objects Some aspects of game objects: Weight: heavy? light? Texture: soft, hard, fuzzy, sticky, slimy, furry, smooth, rough, dry, wet Rigidity: stiff, bendable, limp, floppy, bouncy Robustness: durable, fragile, brittle, deformable It is especially important to determine these characteristics for your player avatar, and for common NPCs

This year s games Chroma Right now the cube is very stiff and rigid and seems to be fairly light What if it was soft and plushy? Could have corners deform slightly on movement Might add mechanics where things bounce off the cube? What if it was really massive? Might introduce squishing mechanics, or deform soft parts of the world Sonar Right now enemy NPC seem relatively light with no discernable surface qualities What if they were sticky and gloopy, and moved with sucking sounds? What if they had skin like sandpaper, and made raspy, scraping sounds while moving? What if they were crumbly, and fell apart while moving? What if they are really massive, with booming, thudding movements?

Conveying mass and texture Combination of visual, audio, cinematic and tactile effects Visual Animation can convey qualities of motion, speed, weight, etc. Effects can convey interactions between objects Ex: Blurring movement of fast moving objects Audio Sound can convey surface texture aspects Can also convey magnitude of actions Cinematic Can convey mass (shaking screen), importance (focus, temporary slow motion) Tactile Can convey impact (shooting recoil), surface texture qualities (rough surface yields more vibration)

This year s games Firewall Player s tank is large, massive, and rigid How can this be conveyed to the player? When player takes damage, there is no visual feedback. What kind of feedback might make sense? Leave tracks Add objects for scale Effects when damage is taken, tank shaking if really big Tanks shaking if they run into one another, screen shake? Audio emphasis of mass of tanks when moving

This year s games MicroVentures The player and all enemies in the world move at the same rate, and behave the same. However, they presumably have different weights, speeds, textures. How can these differences be conveyed to the player? Different animations for different types of movement Different momentums for different size/weights Ambient audio effects

This year s games Devil s Bargain The hero is wearing stiff, heavy, metalic armor. How can this be conveyed to the player? What different animated sequences should the player possess? The monsters in the dungeon appear to have medium weight, and are furry. How can this be conveyed to the player?

This year s games Hello World The spaceship is presumably quite heavy, yet it falls straight down to the planet and then comes to a gentle stop. What can be done to better convey the sensation of weight? When the player descends into a world, there is no associated sounds. What sounds could be used to emphasize the interactions the player has with elements in the surroundings?