1 / 29

Designing Games for Nintendo's Handheld Platforms:

Designing Games for Nintendo's Handheld Platforms:. The transition from GBA to DS. Abstract. Games for traditional handheld platforms have always presented the designer with a set of challenges and opportunities quite different to those that the console or PC designer must face.

Philip
Download Presentation

Designing Games for Nintendo's Handheld Platforms:

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Designing Games for Nintendo's Handheld Platforms: The transition from GBA to DS. David Hewitt AGDC 2004

  2. Abstract • Games for traditional handheld platforms have always presented the designer with a set of challenges and opportunities quite different to those that the console or PC designer must face. • The Nintendo DS, with its unique display and input possibilities, adds yet another set of challenges of its own, while offering developers a chance to pursue the holy grail of game design: innovation. The hardware itself seem explicitly designed to goad us into taking bigger risks and trying new things. • How, then, do handheld developers approach this enticing new piece of hardware? What are the expectations? The rules? Where are the pitfalls? • How does the development of a DS game, specifically the creation of its design, differ from that of a GBA title, or a console title for that matter? David Hewitt AGDC 2004

  3. Overview • Introduction • Nintendo • Handheld Platforms • GBA • DS • Traps • Strategies • The Design Process • The Development Process • Summary • Q&A David Hewitt AGDC 2004

  4. Introduction • Who am I? • Who do I work for? • What do we do? • What have we done on GBA, and where are we currently at with DS? • Why talk about this now, before we’ve got all the answers? David Hewitt AGDC 2004

  5. Nintendo • What values and qualities are associated with a Nintendo game? • Who plays games on Nintendo platforms? • Where do independent, third-party developers fit in to Nintendo’s plans? • What does all this mean when you sit down to design a game for a Nintendo platform? David Hewitt AGDC 2004

  6. Handheld Platforms • Some specific design considerations, when developing for a handheld. • User interface • Game structure • Visual presentation • Use of audio • The diversity of situations in which handheld games are played. David Hewitt AGDC 2004

  7. David Hewitt AGDC 2004

  8. David Hewitt AGDC 2004

  9. GBA • Constraints. • Expectations. • Haven for ports and “classic” gameplay… • …but also a place for neglected genres to flourish and grow once again. • Emphasis on gameplay over both innovation and “wow” factor. • First party releases and licensed product. • Who plays GBA? David Hewitt AGDC 2004

  10. The DS is Announced • Top responses: • What? Two screens? You mean like Donkey Kong? • If one screen is fun, then two screens means *twice* the fun! </sarcasm> • Huh? • Um. • LOLROFLMAO! David Hewitt AGDC 2004

  11. Introducing the DS • A picture says a thousand words. • With Photoshop, however, you can say even more… David Hewitt AGDC 2004

  12. David Hewitt AGDC 2004

  13. David Hewitt AGDC 2004

  14. David Hewitt AGDC 2004

  15. David Hewitt AGDC 2004

  16. David Hewitt AGDC 2004

  17. David Hewitt AGDC 2004

  18. David Hewitt AGDC 2004

  19. David Hewitt AGDC 2004

  20. David Hewitt AGDC 2004

  21. David Hewitt AGDC 2004

  22. Introducing the DS, Take Two • Tech specs (in designerese): • Ability to do some 3D stuff. • Two screens. • Stylus and touch screen control. • 4 face buttons. • Microphone. • WiFi connectivity. • Game sharing. David Hewitt AGDC 2004

  23. DS • Constraints. • Expectations. • Is there place for ports and multi-format releases? • Modular design. • Linked settings and stories. • Emphasis on innovation. • Can this go to far? • Is this the expense of gameplay depth? • What are the risks involved in re-inventing the wheel? • First party releases and licensed product. • Who will play the DS? David Hewitt AGDC 2004

  24. Traps • 3D or not 3D? • No analog stick. Control is key, and must be designed around two types of fundamentally 2D control input. • 2048 triangles. • Camera control. • Touch screen use. • When, where and how? • More importantly: why? • What’s the second screen for? • Quick – how many thumbs does the player have? David Hewitt AGDC 2004

  25. Strategies • Minimising risk. • Technology. • Design. • Prototyping. • Looking beyond console and handheld gaming for inspiration. • Modular design. David Hewitt AGDC 2004

  26. The Design Process • GBA • Points of reference. • What is the game like? • Okay, so how is it different? • DS • Points of reference. • How does the game stand up, on its own? • How does it use the hardware? Does it justify being on the DS? • Where’s the familiarity? • Where’s the newness? David Hewitt AGDC 2004

  27. The Development Process • GBA • Legacy from 16-bit console development. • Tools. • Production pipeline. • Scheduling. • Implementation. • Testing. • Quick ramp-up. Known quantities. • DS • Pre-production. • Looking ahead at scheduling, implementation and testing. • New tools. • New pipeline. • Flexibility, experimentation and the ability to make mistakes. David Hewitt AGDC 2004

  28. Summary • Look further afield for inspiration. Break habits. Leave your comfort zone. • Find ways to prototype, test and evaluate. • Play your game as early and as often as you can. • Strike a balance between novelty and substance. David Hewitt AGDC 2004

  29. Q&A • Fire away! David Hewitt AGDC 2004

More Related