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Establishing a creative vision

Establishing a creative vision. Alexandre Mandryka gamewhispering.com. Who’s this guy?. Born in Paris 12 years as a designer/creative director Ubisoft , Relic, consulting. What is a creative vision?. Have you asked yourself these questions?. Is it fun? Is it good? Is it beautiful?

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Establishing a creative vision

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  1. Establishing a creative vision AlexandreMandryka gamewhispering.com

  2. Who’s this guy? • Born in Paris • 12 years as a designer/creative director • Ubisoft, Relic, consulting

  3. What is a creative vision?

  4. Have you asked yourself these questions? • Is it fun? • Is it good? • Is it beautiful? Questions so vague they are dangerous

  5. What is a creative vision? • It is a process • It is thinking of what you want for your audience • It is also inspiring your team with a clear target Thinking before acting

  6. Mandate Meaning Player Experience Game Clear rationale Rallying target • Focus creative effort

  7. It can be very concrete Mandate “The people’s car” A car for every family The specs followed 1 000 Reichsmarks max Economical usage 5L/100Km 100Km/h 600Kg maximum Fits 4 to 5 people

  8. Meaning A message to the world “Dad, thank you for showing me that there is honor in looking back and respecting the past.”

  9. Private Ryan: It doesn't make any sense, sir. Why? Why do I deserve to go? Private Reiben: Hey asshole! Two of our guys died trying to find you all right? Captain Miller: Earn this.

  10. Old James Ryan: Tell me I have led a good life. Ryan's Wife: What? Old James Ryan: Tell me I'm a good man. Ryan's Wife: You *are*.  Meaning It is our responsibility to be worthy of the sacrifice of our elders

  11. Player Experience “Need for speed, but at night” • How do you represent speed at night? • Use lights • Bunched to create contrast • Reflection is needed • Ground has to be wet Helps find the right questions and make decisions

  12. Abstraction Mandate Meaning Player Experience Time

  13. Define your project Communicate your vision Top down process

  14. Features • Systems • Rules • ... ?

  15. Doing things in the right order Execution Reflection Consumption Heading straight for execution leaves results to chance, which is a largely unacceptable process at industrial level

  16. Doing things in the right order Reflection Execution Consumption First establish your vision It then helps direct execution and becomes a rationale evaluation metric

  17. We start wrong for different reasons • Mainly because we don’t know better • It reassures us, we need concrete progress • I’ve seen it at all levels • Also because we use the player perspective

  18. Understand your material Mandate Make a Mario Kart like

  19. Analysis takes time Mandate Romeo and Juliet + Modern times Over 300 years

  20. Ubisoft’s long process • Core team • Research for 3-4 months • 3-4 days workshop • Offsite • In a castle • With the CCO

  21. Communication:Not an exact science

  22. Avoid misinterpretations Mandate Make a movie about WWII

  23. Team Business Mandate Meaning Creative Implementation Player Experience • Rational flow • Creating a unified vision • Not what individuals ‘like’ Communicate through different layers

  24. Establishing Player Experience Professional Gamer

  25. An audience is mesmerized

  26. Technique is at the service of intention • Shaky camera • Slightly out of focus • Sound is distorted • Looks into camera

  27. Engage your team members Support creativity Team Dynamic &Bottom up process

  28. Being creative Abraham Maslow Malsow’s hierarchy of needs

  29. Intrinsic needs Competency Autonomy Purpose

  30. Respect competencies Competency Autonomy Purpose Give a problem Let me find a solution

  31. If you don’t ... Strong vision No team engagement Vision must be rationale Let the team member find their solutions

  32. Supporting Bottom-Up Vision • Engage your team disciplines • Do the team specialists understand and share it? • They deliver the features • They are specialists, They know best Process Coding Art Design Features Features Features Game

  33. The Sands of Time

  34. Creativity VS Management • Finding the creative core takes times • It can fail • Creativity is about finding something hidden • Management is about limiting uncertainty • What is needed is Creative Management

  35. Understand creative process (vision, brainstorm ...)

  36. Take away • You are a creator, not a gamer anymore • Understand creativity and respect it • Establish a clear objective and work as a team

  37. GRACIAS!!! AlexandreMandryka alex@gamewhispering.com gamewhispering.com

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