Sesión técnica sobre Game Design, Gameplay y metologías agile para proyectos profesionales de...

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Sesión técnica sobre Game Design, Gameplay y metologías agile para proyectos profesionales de videojuegos. Será conducida por Christian Gascons, CEO y fundador de FrozenShard Games (http://www.frozenshard.com/), estudio con oficinas en Barcelona desde el cuál se han creado videojuegos como el Sports Quiz 2013 o World War II: TCG, y que actualmente está desarrollando su próximo lanzamiento: Castles. PROGRAMA DETALLADO •Presentación de Frozenshard: proyectos desarrollados (Castles vs World War II: TCG) • Game Design: Recursos (Tamaño del equipo; Fuentes de financiación: Crowdfunding + outsourcing); Herramientas (UDK, Unity, SVN, GIMP, GDrive, etc…); La idea; La hoja de Ruta (organización, distribución de tareas, planificación…); Pre-launch (testeo, marketing, promoción, …); Post-launch (Mantenimiento y actualizaciones, cómo fidelizar a los jugadores, métricas de seguimiento, marqueting, viralidad, visibilidad, ) •El proyecto Castles •El juego World War II: TCG •Gameplay (cómo hacer la experiencia del juego “apasionante”) •Metologías ágiles – Scrum: qué son; la metología Scrum; lo mejor de la metodología; en qué casos se puede usar; cómo aplicarla en equipos pequeños; reuniones; roles; documentación Se trata de una actividad gratuita, pero en caso de estar interesado/a tienes que confirmar asistencia enviando un mensaje de correo electrónico a: informatica@eug.es

Transcript of Sesión técnica sobre Game Design, Gameplay y metologías agile para proyectos profesionales de...

Game Design, Gameplay and Scrum for professional video game projects

Christian Gascons Frozenshard Games

FrozenShard ●  Deep Marketing research ●  Company founding ●  The founders ●  Project Castles vs World War II: TCG

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What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing

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The resources ●  Team size ●  Funding ●  Tools

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Team size Small / Large team?

Doesn’t matter

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Funds � Crowdfunding

�  Kickstarter �  Indiegogo

� Outsource �  Art �  Backend services

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Tools…tools everywhere!

And much more….

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What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing

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The idea I ●  Find a motivation ●  Find team strengths and reinforce weaknesses ●  Think what to do before doing it ●  Don’t make a simple idea into a complex one ●  Empower motivations (prototype/video of your

game?)

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The idea II ●  Find innovative

products (people gets bored of the same game)

●  What makes your game original?

NOTHING

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What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing

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Roadmap ●  Organization &

Planification ●  Divide tasks efficiently

& focus! ●  Create (realistic!)

short/long term plannings

●  Progress Global view

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What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing

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Pre-launch ●  Q&A: Test the game before shipping it,

players are not testers! ●  Start the marketing before the launch, let

the world know you are there ●  Clear, readable description & keywords

for your game

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Pre-launch ●  Promote the game

o  Empower the virality of the game

o  Spread the word (youtube, twitter, press releases)

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Pre-launch ●  Play your game ●  Bad times, high

spirit

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What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing

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Post-launch I

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●  Fix your bugs ●  Unmaintained games

don’t last much ●  Update the game

(new content)

Post-launch II

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●  Player retention (daily rewards, etc…)

●  DAU / MAU

Post-launch III

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●  Add tracking & study your metrics (GA, Flurry, etc…)

●  Funnels

Post-launch IV

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� Example case: �  WWII: TCG Tutorial

Post-launch V

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●  Soft-launch the game

Post-launch VI

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●  Keep forums healthy

●  Yes, we CARE

What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing

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Marketing ●  Save a budget for

the marketing ●  Player acquisition ●  Visibility ●  Virality (Social

features)

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What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing

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Project Castles

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Game Briefing ●  Genre: Medieval / fantasy ●  Online ARTS ●  Engine: Unreal Engine 3 ●  Prototype Development time: 3 months. ●  Platforms: PC

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Prototype

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World War II: TCG

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WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video

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Briefing � Digital TCG � Current Platforms: iOS (iPad, iPhone) � Future Platforms: Android, Facebook,

Kongregate & Steam � Develop time: 14 months. � Dev. team size: #3

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WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video

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Idea Conception � We like TCG’s � Not so many competitors � Existing competitors make too much $ � Professional Game quality

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WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video

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Documentation � Helps understanding the game � Documented features == happy coders J � Prevents communication lack &

misunderstandings

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Documentation ●  Mockups, mockups and more mockups

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WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video

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Key Concepts �  Simplicity �  Resource system �  Playing and upgrading cards �  Abilities �  Double lane & No graveyard �  Game Modes �  3 Card types �  Social

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Simplicity I

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Simplicity II

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Simplicity III

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Simplicity IV

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Key Concepts �  Simplicity �  Resource system �  Playing and upgrading cards �  Abilities �  Double lane & No graveyard �  Game Modes �  3 Card types �  Social

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Resource System

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Key Concepts �  Simplicity �  Resource system �  Playing and upgrading cards �  Abilities �  Double lane & No graveyard �  Game Modes �  3 Card types �  Social

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Playing and upgrading cards

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Key Concepts �  Simplicity �  Resource system �  Playing and upgrading cards �  Abilities �  Double lane & No graveyard �  Game Modes �  3 Card types �  Social

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Abilities

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Key Concepts �  Simplicity �  Resource system �  Playing and upgrading cards �  Abilities �  Double lane & No graveyard �  Game Modes �  3 Card types �  Social

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Double lane & No graveyard

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Key Concepts �  Simplicity �  Resource system �  Playing and upgrading cards �  Abilities �  Double lane & No graveyard �  Game Modes �  3 Card types �  Social

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Game Modes

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Key Concepts �  Simplicity �  Resource system �  Playing and upgrading cards �  Abilities �  Double lane & No graveyard �  Game Modes �  3 Card types �  Social

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Card types

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Key Concepts �  Simplicity �  Resource system �  Playing and upgrading cards �  Abilities �  Double lane & No graveyard �  Game Modes �  3 Card types �  Social

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Social

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Key Concepts �  Simplicity �  Resource system �  Playing and upgrading cards �  Abilities �  Double lane & No graveyard �  Game Modes �  3 Card types �  Social

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WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video

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Monetization � F2P but not P2W � Remove “payed” features giving

advantages to a player in game. � Revenues from non-advantageous

content.

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Monetization

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Monetization

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Monetization � On F2P games

�  Speed leveling up stuff / access to new features.

�  Access the full game �  Remove ads? �  As long as you don’t disturb the balance…

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WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video

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UI �  Intuitive �  Informative � Usable � Beautiful

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UI II Good Bad

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Fallout UI Oblivion UI

WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video

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Session Stop I

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Energy Losing units

Session Stop II

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� We uses lives system.

� Empowers virality � Sometimes gives

revenue

Give me more!

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World War II: TCG 10’ Gameplay Demo & Break

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Gameplay Basic mechanics

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Gameplay I

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� Avoid patterns

Gameplay II

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�  Games are puzzles �  When you play a

game you will only play it until you master the pattern

�  Once mastered, the game becomes boring

Gameplay III � Players will play your game until it gets

boring � Enjoy while learning to play, no more

boring tutorials � Easy to learn, hard to master

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Gameplay IV

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� Players seeking to advance in a game will always try to optimize what they’re doing

Gameplay V

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� Make plans for the mastered players (online / multiplayer)

Gameplay VI

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� User generated content? (Draw something, Where’s my water, etc…)

Game timelapse I

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Game timelapse II

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Game timelapse III

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Game timelapse IV

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Make a fun game! �  Demo / Tutorial (Show some of what they’ll get)

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Make a fun game! L

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Make a fun game! J

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How to add meaning to your game? � The secret is in the little details.. � Recommended video: “The art of

ScreenShake – Ja Willem Nijman (from Vlambeer)

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How to add meaning to your game? “The art of Screenshake” · Vlambeer’s Ja Willem Nijman’s Gameplay Demo

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How to add meaning to your game? �  Build awesome First user experience �  Bigger bullets, fire rate… �  Screen Shake �  Camera kick, camera LERP �  Corpses & shells permanence �  Gun kicking �  Smoke effects, slow-motion �  Make it a challenge

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Agile methodologies Scrum

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Agile methodologies

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Design

Build

Test

Release

Why agile? �  It has been proved: “It Works” �  Rapid delivery �  Reduces overall risk �  It’s a must for videogame development

Iterative planning + feedback loops

Easy adaptability to changing requirements

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What’s interesting Scrum

� 2-4 weeks iterations � Changes in Sprints

not allowed � Priority depends on

the Product Owner

XP (Extreme Progr.)

� 1-2 weeks iterations � Changes in Sprints

allowed � Work in strict priority

order

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What is Scrum?

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� Simplicity � Flexibility � Adaptability � Small Teams

Main Roles �  Product Owner (PO)

�  Represents the client �  Manages Dev.team & backlog

�  Scrum Master (SM) �  Removes impediments

�  Dev. Team �  Stakeholders

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Product Backlog

Feature

Feature Feature

Sprint Backlog

Communication

Stakeholder

Dev. Team PO

Output

Feature Requests

Never-ending Process

Product Backlog Example Backlog Item Priority (1-10)

Historical Missions 2 Trading cards with people 8 Restoring purchases 9 Double-tap returns to level 1 Keep track of purchases 10

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Product Backlog Example

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Track purchases

Restore purchases

Trading cards system

Historical Missions

Double Tap

Backlog priority pyramid

Sprint

Release

Future Features

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Backlog real-life example

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Sprint (or Iteration)

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�  Daily �  10-15’ �  Standing! 1.  What did you do 2.  What will you do 3.  Any impediments?

Is applicable if… � You are able to fill a Product backlog � You have a team � You have a Product Owner (PO) � You have a Scrum Master (SM) (can be

anyone)

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Scrum graphically

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Agile Product Ownership in a Nutshell – Henrik Kniberg

Agile Product Ownership in a nutshell A video by Henrik Kniberg

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Summarizing… �  Iterations (never-ending development process) �  Adaptability to changes �  Establish Roles �  Daily Meetings �  Documentation (Product Backlog, sprint backlog) �  Rapid deliveries �  Communication

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Game Over. Thank you for listening! Questions? cgascons@frozenshard.com cgascons

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