Game Design Workshop - Interaction South America 2013

152
Raphael Sócrates Tiago Ramos

Transcript of Game Design Workshop - Interaction South America 2013

Raphael SócratesTiago Ramos

P&DTecnologia

Projetos Nokia

Incredible CircusWake WoodyMutant Eggs

Case The Incredible CircusConceitos Game e Level Design

Prática Level design

2D Action GameNokia Store, Market Place,

Android, Iphone e Facebook

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jogo 5 estrelas 2.5 milhões de downloads

Jogo brasileiro mais baixadoMais de 190 países

Antes | equipe de 3 pessoasPrimeira versão em 1 ano Equipe total +30 pessoas

ConceptElaboration

Tuning

Mostrar potencial da idéiaConvencer developers/ designers...

Mostrar gameplay

QuickTime™ and aAVC Coding decompressor

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Protótipo Funcional ASAP(papel, processing, unity, flash

game maker, etc...)

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Desenvolvimento Ágil

Definição de featuresProdução da idéia concebida

Ciclos iterativos

Eixo de camera

Timer / Pontuação

Fases muito longas & checkpoint

ou fases mais curtas

Dar ao desenvolvedor uma visãomais clara possível da features

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Liberdade no testes de features

Escopo FechadoRefinos e ajustes

50 builds depois

ProcessoCria objetivos, regras

XP interativaPlaycentric

Boa comunicaçãoAmar jogos

Visão críticaPerfil híbrido

GDDMétricas

Testes

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http://www.jorisdormans.nl/machinations/

Game Feedback Diagrams

Game Design DocumentCircus

Application NameApplication VersionAuthorsLast update

CircusNot definedRaphael Sócrates, Glaubert OliveiraAug 24, 2010

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDTExecutive Summary

High Concept

Drag and dropBasic Control

To pass all phases of the 3 locales (circus) to become the best circus artist of the world.Game Goal

N900 and N8Target Platform

OVI Customers

Target Audience

The player is a human cannonball and he has to jump around the circus passing trough of obstacles to arrive on the target.

Parachute Ninja, Doodle JumpComparative products

2D ActionGenre

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDTElements (characters)

Pierre can be launched by elements in the phase. While he is flying he has to rotate and he collides with other phase elements. He doesn’t collide with the edge of the screen. If he falls, he has to suffer damage and loses life depending on the height. If he falls into dangerous elements, he loses energy according to the damage of each element.

Character Behavior

Pierre is a human cannonball and he is the main character of the game. All actions in the game will happen around him.Pierre ( Human Cannonball )

Waiting Rotating

The player can be moved trough the phase by launchers. Some launchers have to be directed by the player. This will be described further in each item behavior.

Input

Visual Design

DataEnergy: 300 (3 lives, 100 / life)

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDT

The fire is burning all the time.

Element behavior

The fire is the less dangerous event of the game.Fire

Burning

Elements (dangerous)

Visual Design

DataDamage: 33

If the character touches the fire and he has more energy than the damage value, the character suffers damage and blinksDamage behavior

If the character touches the fire and he has less energy than the damage value he is roasted and dies. So he appears on the last checkpoint, if doesn’t have a checkpoint marked he appears on the start phase.

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDT

The lion is static on the screen, but if Pierre falls upon it, it opens the mouth and swallows Pierre. After it swallows, it licks the lips.

Element behavior

The lion is a very dangerous element of the game.Lion

Eating

Elements (dangerous)

Visual Design

DataDamage: 100

If the character falls upon it once, the character loses one life and he appears on the last checkpoint, if doesn’t have a checkpoint marked he appears on the start phase.

Damage behavior

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDT

The knife is thrown horizontally. The sense will depend on where the character is turned to. It will be throwing 1 knife per second.

Behavior

The knife man is a man that keeps throwing knifes. And if one knife hits Pierre, he suffers damage.Knife Man

Elements (dangerous)

DataDamage: 33 / knife

Draft

Damage behaviorIf the character is hit and he has more energy than the damage value, the character suffers damage and changes the route.

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDT

The fire is launched during 3 seconds and can be launched horizontally, vertically, and diagonally.

Behavior

The Fireman is a fire launcher. Fire Man

Elements (dangerous)

DataDamage: 66Draft

Damage Behavior

If the character touches the fire and he has more energy than the damage value, the character suffers damage and blinksIf the character touches the fire and he has less energy than the damage value he is roasted and dies. So he appears on the last checkpoint, if doesn’t have a checkpoint marked he appears on the start phase.

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDT

The wheel of fire can be positioned horizontally and vertically.

Behavior

Wheel of fire is a wheel that Pierre has to cross through without touching the fire.Wheel of fire

Elements (dangerous)

DataDamage: 66Draft

Damage Behavior

If the character touches the fire and he has more energy than the damage value, the character suffers damage and blinksIf the character touches the fire and he has less energy than the damage value he is roasted and dies. So he appears on the last checkpoint, if doesn’t have a checkpoint marked he appears on the start phase.

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDT

The elastic can be pulled down by the player to launch Pierre when he is on the elastic. The elastic has to be deformed while it is pulled down.

Behavior

The elastics are the most common launchers of the game. There are two balls holding one elastic.Elastic

Elements (launchers)

Draft

InputThe character has to rotate according to the drag position.

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDT

The wood barrel can be used just once because when it explodes the wood breaks. The barrel takes 3 seconds to explode. The direction is preset but it can be changed by the player before the explosion. The wood barrels have just one force to launch the character.

BehaviorThe wood barrels are elements that explode and launch the character.Wood Barrel

Stopped

Elements (launchers)

Burning

The player can rotate the barrel. The limit of rotation is 90 degrees for both sides.

Input

Visual Design

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDT

The iron barrel functions like wood barrel but the difference is that it doesn’t explode, the time for the explosion is not necessarily 3 seconds, it can be shorter. The iron barrels can change the directions automatically before exploding.

Behavior

The Iron Barrel is a launcher that can be used many times. But the direction is automatically preset.Iron Barrel

Elements (launchers)

Draft

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDT

If the player falls in the Magic Hat, he will appear in another phase point. Each Magic Hat has another Magic Hat, one to enter and another to exit.

Behavior

The Magic Hat is a door between two phase points. The player can use the Magic hat to arrive faster to the target.Magic Hat

Elements (launchers)

Draft

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDT

It can be used horizontally or vertically. When the character hits the elastic bed he changes the direction keeping the speed.

Behavior

The elastic bed can be used to help the leaps. It is an elastic barrier used to sling more the jumps.Elastic Bed

Elements (launchers)

Draft

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDTGameplay

The Jump

While the player is pulling the launchers (only those that have input) a parable will appear to help on launch. The parable shows the movement path.

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDTGameplay

The camera will follow the human cannonball through the screen. The camera

When the player dies the camera has to go back to the launcher point

The character had to be always on the center of the screen in the end of the movement. The camera can have a little delay and easy in.

While the player is pulling down the elastic the camera is zooming out for better view of the phase.

Camera move

If the game has checkpoints, the camera has to go back to the last checkpoint.

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDTGameplay

When the player touches or falls in any dangerous element he suffers damage. Depending on the danger he dies or just flicks and continues.The dangers

When the player falls on the stage he can suffer different damages depending on the height. The criteria is:The fall

The player can suffer little damages passing through fire but he can suffer big damages falling in the lion’s mouth.

Very high: damage = 100high: damage = 66low: damage=33

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDTKey Elements

The player has 3 helmets( lives ) and each life has 3 states. Considering that each helmet has 100 hp, the dangers can have a damage ranging between 33.3, 66.6, 100. So the player has maximum 9 chances in one phase and minimum 3 chances.

Life

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDTKey Elements

After the phase is complete the score shows the performance. The criteria is:Scoring

Remaining Time x 10Remaining Lifes x 100n Special x 500

The player can win 4 kinds of trophy: bronze, silver, gold, and diamond. The criteria for that is bellow:Rewards

Bronze: max time, life>11%Silver: time, life>50%Gold: >=1 combo, min time, life 100%Diamond: All combos, min time, life 100%

The player can publish on Facebook his score

Sharing the score

The criteria can be better discussed later

DEVELOPED BY THE INDT DESIGN TEAM

GAME CONCEPT - INDTKey Elements

The player wins when he jumps on the rope and arrives on the phase target on time.Winning

The player fail in the phase when he loses 3 helmets (lives) before arriving on the target.Losing

Mood BoardMind maps

ComicsGDV

Jogar bastanteLógica

NarrativaSó isso?

ObservaçãoEstratégia

NavegaçãoLinguagem Visual

1 - Um bom level design é fácil de navegar.

ExplícitoImplícito

Emergente

2 - Um bom level design não depende de palavras.

3 - Um bom level design diz o que fazer, mas não como fazer!

AprenderJogar

DesafiarSurpreender

4 - Um bom level design sempre ensina algo novo.

Montanha russa de intensidadesLeft 4 Dead - Zombies

Portal 2 - FinalDead Space 2 - Ishimura Level

5 - Um bom level design é surpreendente.

Vida Real x Vida VirtualEntregue a fantasia

6 - Um bom level design dá poderao jogador.

Crescimento da dificuldadeRiscos vs Recompensas

7 - Um bom level design é fácil, médio e difícil.

8 - Um bom level design é eficiente.

Thomas Was AloneCompany of Heroes

9 - Um bom level design cria emoção.

Livros -> Você imagina.Filmes -> Você vê. Jogos -> Você faz.

10 - Um bom level design é conduzido por mecânicas.

CORDACORDA BOLHABOLHA

ÁREA DE ÁREA DE CORDACORDA

CORDACORDAESTICAESTICA

DADASPIKESSPIKES

NOVA NOVA DINÂDINÂMICAMICA

DIFÍCILDIFÍCIL DIFÍCILDIFÍCIL DIFÍCILDIFÍCIL

Maneiras criativas de utilizar as mecânicas do jogo

Prototipar no papel no mínimo 4 levels com crescimento de

dificuldade.

Cada participante receberá elementosbásicos e elementos específicos.

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Hora de passar para o Editor!

Teste dos Levels

[email protected]@indt.org.br