Title: Cinematic Game Design Presentatin
1(No Transcript)
2Introduction Who Are We?
- Marty Stoltz
- Studio Cinematic Director, Midway Chicago
- Mortal Kombat Deception/Shaolin Monks,
- Psi-Ops, The Suffering Ties That Bind,
Sanitarium - Richard Rouse III
- Director of Game Design, Midway
- The Suffering, The Suffering Ties That Bind,
- Drakan The Ancients Gates, Odyssey,
- Game Design Theory Practice
3Introduction Cinematic Games
- What are Cinematic Games?
- Often people mean
- Better/more cut-scenes
- Better story/dialog
- More custom-scripted
- Over-the-top Hollywood action
4Introduction Cinematic Games
- Heavily loaded term
- Avoid Hollywood Envy
- Dont want
- Interactive movies
- Uninteractive games
5Introduction Cinematic Games
- Our definition of Cinematic Game Design
- Draw from cinemas 100-year-old library of
techniques - Integrate these devices into actual gameplay
- Not just copying, expands our medium
6Cinematic Technique 1 Rim Lighting
- Used to pop a character from the background
environment - Can also be used for specific emotional effect
- Example from
- Bride of Frankenstein
7Rim Lighting Gameplay Application
- Useful in third-person games where the avatar
should not disappear in a dark environment - Slightly unrealistic, but thats OK
- Sometimes referred to as Edge Lighting
- Example from
- The Suffering
8Cinematic Technique 2 Camera Following a
Character
- When tracking a character, principles of
photography apply to the cinema - Obey the rule of thirds
- Avoid computer camera moves
- Example from
- Goodfellas
9Camera Following Gameplay Application
- With a third-person game, always keep the
character framed appropriately - Avoiding fading out/making the avatar disappear
- Balance player control with good shot composition
- Example from
- Max Payne 2
10Cinematic Technique 3 Slow Motion
- Many films have used slow motion to emphasize the
beauty/brutality of a scene - Can also be used to slow/quicken an event where
the audience wont notice - Simulates real-life dramatic events seeming slow
- Example from
- Aliens
11Slow Motion Gameplay Application
- Lots of games have stylishly used slow motion as
a game mechanic or an FX component - Slow motion can also be a tool for storytelling
- Could also be used more subtly
- Example from
- FEAR
12Cinematic Technique 4 Subjective P.O.V.
- Often multiple non-realistic effects can be
combined to make the audience see a scene from a
particular characters POV - Effects include FOV adjustment, slow motion,
exaggerated lighting, screen filters, audio mix - Example from
- Raging Bull
13Subjective P.O.V. Gameplay Application
- Used for literal sensory changes
- Drunk (GTA)
- Drugged/Stoned (Rise of the Triad/Narc)
- Dream Sequences (Max Payne)
- Shell Shocked (Call of Duty)
- Could be used more subtly to indicate emotional
state of the main character
14Cinematic Technique 5 Parallel Editing
- Inter-cuts two scenes that are happening at the
same time - Great way to build suspense
- Example from
- The Silence of the Lambs
15Parallel Editing Gameplay Application
- Underused technique in games
- Not the same as plot-driven cut-aways
- Perfect for breaking up long navigational
sections, if kept short quick - Has to be done carefully to not frustrate or
confuse the player - Example from
- Karateka
16Cinematic Technique 6 Split Screen
- Similar to parallel editing, but different pacing
- Can be used for suspense or emotional
juxtaposition - Example from
- Kill Bill
17Split Screen Gameplay Application
- Also underused in games
- Excellent for in-game storytelling
- Do not force the player to intently watch
multiple views simultaneously - Example from
- Indigo Prophecy
18Cinematic Technique 7 Building Tension
- Keep the pace changing but maintain a general
direction - Dont be afraid to slow things down in an action
sequence - Use audio to keep the audience on edge
- Example from
- Alien
19Building Tension Gameplay Application
- Design game mechanics in ways that will give the
player some information, but not all of it - Motion sensor in Marathon and AvP
- Radio static in Silent Hill 2
- Audio design in System Shock games
- Interactive music perfect for building tension in
gameplay
20Cinematic Technique 8 Emotional Setup
- This technique breaks down the barrier that
protects the audiences emotions and catches them
off guard - Can create a roller coaster ride effect
- Example from
- 28 Days Later
21Emotional Setup Gameplay Application
- Perfect technique for scripted/highly-controlled
games - Many games do some (but can do more)
- Tricky to do during gameplay, but more effective
than in cut-scenes - Important to make the emotional manipulation feel
logical, not arbitrary
22Cinematic Technique 9 (Mis)Leading the
Audience
- If audience figures out the story bored
- If audience cant figure anything out confused
- (Both are bad.)
- Hitchcock said audience likes to be one step
ahead of the story - Mislead audience away from what will actually
happen - Example from
- A Clockwork Orange
23(Mis)Leading the Audience Gameplay Application
- Games have repetitive mechanics
- Players expect them to work consistently
- Thus players are susceptible to being misled
- Be clever/devious in how you mislead, but dont
go for cheap shots - Example from
- The Suffering
24Questions?
- Contact
- Marty mstoltz_at_midway.com
- Richard rr3_at_paranoidproductions.com
- Final slides available at
- http//www.paranoidproductions.com/writings.html