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Goals of this session

Goals of this session. Takeaway: EVERY GAME LIVES OR DIES BY ITS CONTROL SYSTEM. THIS IS HOW WE MADE OURS. Who is this for? “Control guys” or those who work with them We found a process that worked really well for us and want to share it. Save Time Improve Quality It’s FUN!.

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Goals of this session

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  1. Goals of this session • Takeaway: • EVERY GAME LIVES OR DIES BY ITS CONTROL SYSTEM. THIS IS HOW WE MADE OURS. • Who is this for? • “Control guys” or those who work with them • We found a process that worked really well for us and want to share it. • Save Time • Improve Quality • It’s FUN!

  2. Who are these guys? Eric Holmes: Lead Game Designer • Incredible Hulk: Ultimate Destruction (PS2, Xbox, GC) • HULK (PS2, Xbox, GC, PC) • Sled Storm (PS2) • State of Emergency (PS2) • Earthworm Jim 3D (PC, N64) Bryan Brandt: Lead Gameplay Programmer • Incredible Hulk: Ultimate Destruction (PS2, Xbox, GC) • HULK (PS2, Xbox, GC, PC)

  3. Radical Entertainment www.radical.ca • Founded in 1991, 25+ titles published, 230+ employees, based in Vancouver, BC, Canada • Acquired in March 2005 by Vivendi Universal Games • Recent hits: • The Incredible Hulk: Ultimate Destruction (IHUD) • The Hulk • Crash: Tag Team Racing • Simpsons Hit and Run • Simpsons Road Rage • Scarface (coming in 2006) • ~3-5 production teams, plus Advanced Technology Group

  4. Incredible Hulk: Critical Reception • ~85% on Gamerankings • “Best Superhero Game Ever” according to ratings • Gamespy Game of the Month Aug 2005 • IGN Game of the Month Aug 2005 • OXM Game of the Month Aug 2005 • Action/Adventure Game of the Year: AIAS finalist • Official PlayStation Magazine UK, May 2005 : “…the feeling of power is immense.” “Already it's clear that they've got the most important thing right - the actual feel of the Hulk - so in terms of accuracy we have little to worry about. “ You’ll get more out of this session if you play the game.

  5. Game Demo • Play video!

  6. Hulk To Date • Hulk IP • Comics began in 1962 • TV Series 1978-83 • Hulk Movie in 2003 • POWER FANTASY! • Sequel • Schedule: approx 24 month • Licensed IP in Comic Book Space • 2005: Super Hero Summer

  7. Game Direction • Target Market: 13-17 year old males • Defines The Hulk Experience: gameplay on a scale you cannot get anywhere else • ACTION ON THE RICHTER SCALE • INTIMATE: Spider-Man throws a fist-sized web-ball at a purse snatcher… • EPIC: Hulk throws a FLAMING BUS at a COLUMN OF MECHS… • Rich Worlds with Mission Gameplay

  8. Hulk:UD Game Goals UNSTOPPABLE MOVEMENT + SMASH EVERYTHING + EPIC FIGHTING + TOTAL FREEDOM = ULTIMATE POWER!

  9. Action Game Controls • What is an action game? • conflict, struggle, skill, achievements, success • The Importance of Game Controls • They are the interface to fun. • GOOD controls create fun WITHOUT content • Mario64 • GOOD controls + GOOD content = GREAT GAME • Castlevania: Symphony of the Night • ANY content + weak controls = sub-average game • You’ll know it when you’ve played it • As GAME DESIGNER it is YOU who will drive the game controls

  10. The Character Functionality Group • “Strike Team” • AI Programmer • Design Scripter • Gameplay Animators x2 • Gameplay Programmer • Lead Designer • Radical Engine • Gym Tool • Maya 6 • Observation: TOYS

  11. Hulk Move Types • Locomotion • Walking • Running • Wallrunning • Jumping • Climbing… • Combat • Strikes • Grapples • Weapon Use • Weaponization • Weapon Pickups • Gethits • Struggles • Wallhits • Floats • Lands… • Acting • Ambience • Taunt • Misc… • ~150 Moves Total • Blending Technology • Segmentation Tricks

  12. To Action! • Original Process…(~first 10 dev months) • Document the moves… • Animate the moves… • Script in the moves… • Review…maybe • Results = “TEH SUCK” • Reviewed the results vs. Goals • …FAILED!

  13. Return To Action! • Relocation/Reorganize/Reboot (~Milestone 12 to final) • Game References • Movelist Design • Prioritization • Meeting Session Process • Pose, play, have fun! • References: photos and movies • Action Figures… STIKFAS recommended!

  14. STIKFAS: Grab and Play…

  15. New Process: “DO IT NOW” Process Focus: “NOW” • Animate NOW • Get Ingame NOW • Play with it NOW • Reiterate NOW • Lock down - and move on NOW Observable Results… • Momentum! • Fun! • Synergy! • Quality! • RESULTS!

  16. Anatomy Of A Hulk Animation • Runtime Demo • Idle • Windup • Execution • HOLD… • Execution Transition • Return to Idle • **OPPORTUNITY • Plus… • Sound Effects • Visual Effects • Impact scripting • Gethits • Physics • Floats • Damage • HUD Feedback • Special Properties (Crushers etc) • Exit Opportunities!

  17. Combos • Combo flow • Initial failure • Readable: DISTINCT poses required • FORGET SUBTLETY • OverlyTheatrical is good (Shatner) • NO acting is BAD acting (Man With No Name)

  18. Extreme Moves Hulk has many “one-off” techniques • Grapples • Weaponizations • Strikes that ARE grapples • Devastators Issues: • Move Scale • Character Scale • Timing for readability… ‘bigger’ means ‘longer’ Camera as your silent partner • Targeting • Auto Targeting • Target Selection • Did you notice…?

  19. Tool: Ground Rules • No Dead Ends • Guiding Principle, Power • Best Superhero Game Ever • Quality Target, Competitive, Power • When in doubt, favour the Hulk • Balance, Power • Action On The Richter Scale • Go big or go home: ULTIMATE POWER

  20. How This Group PWN3D THE HULK • OPEN COMMUNICATION – “Brutal honesty with respect”, “Best idea wins.” • NO EGO - Check your ego at the door • EXPERIMENT – When in doubt, try it • REITERATE – Fast iteration is key to forward progress • LOCKDOWN – Fun first, then fair

  21. Structure of the Strike Team • Appoint a leader who is RESPONSIBLE • Move fast, cut off dead end topics • Keep minutes – rotating chair • You are part of a team - know yourself and others • Knowing yourself is the most important! • No one person knows it all • Strive to develop trust • Work with others to figure out each others strengths • Seek feedback. Recognize failure. • Be critical of what you do! Find “critical allies”! • Embrace your weaknesses!

  22. Enemies (in brief!) • Lock down the player early • Need exaggerated windup to attacks • Add unnecessary Theatricality for vulnerable or dangerous stages…even more important than with player • Visual Effects are CRITICAL • Lots more hit and miss with enemies • AI is a huge variable • (K.I.S.S.)!

  23. Findings • What have we discussed? • Controls > Feel > Player interface with game • Who should be involved? • Programmers, Artists and Designers who “get game feel” and can communicate it • An egoless group that deservedly trusts one another • Professionals willing to have fun, make mistakes, learn and move on

  24. Q+A Eric Holmes Bryan Brandt eholmes@radical.cabbrandt@radical.ca Radical Entertainment 369 Terminal Avenue Vancouver, BC V5A 4C4 CANADA

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