Title: Cinematic Game Design Presentatin
1(No Transcript)
2Introduction
- Richard Rouse III
- Director of Game Design, Midway
- Games
- The Suffering
- The Suffering Ties That Bind
- Drakan The Ancients Gates
- Centipede 3D
- Damage Incorporated
- Odyssey
- Book
- Game Design Theory Practice
3Introduction - What are Cinematic Games?
- Two different mediums
- Cinema A linear medium, often dedicated to
storytelling, author driven - Digital Games An interactive/participatory
medium, often focusing on a series of player
challenges, author and player driven
4Introduction - What are Cinematic Games?
- Games have been copying other art forms all along
5Introduction - Sources of Inspiration
- Inspiration from Sports Pong (1972)
6Introduction - Sources of Inspiration
- Inspiration from Literature Colossal Cave
Adventure (1976)
7Introduction - Sources of Inspiration
- Inspiration from Cinema Pac Man (1982)
8Introduction - Sources of Inspiration
- Games arent the first new medium to steal from
more established forms
9Introduction - Sources of Inspiration
- Inspiration from the theater The Kiss (1896)
10Introduction - Evolution of a Medium
- Too much copying is a bad thing
- Cinema moved away from filmed plays
- Interactive Movies failed miserably
- Didnt understand fundamental nature of games -
interactivity
11Introduction - Evolution of a Medium
- An Interactive Movie - Dragons Lair (1983)
12Introduction - Evolution of a Medium
- "One day soon, calling a game cinematic will be
a backhanded compliment, like calling a movie
stagy." - Prince of Persia creator Jordan Mechner
13Introduction Cinematic Games
- For an art-form to thrive, it must change and
evolve - To support the large teams associated with modern
games, games must appeal to a wider audience - Pulling inspiration from other mediums is not
inherently a bad idea
14Introduction Cinematic Games
- What do people mean by Cinematic Games?
- It varies widely
- Better/more cut-scenes
- Better story/dialog
- High-drama moments
- More custom-scripted
- High production values
- A highly immersive experience
- Fewer Gamey elements
15Introduction Cinematic Games
- Heavily loaded term
- Avoid Hollywood Envy
- Dont want
- Interactive movies
- Uninteractive games
16Introduction Cinematic Games
- A new 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
17Cinematic 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
18Rim 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
19Cinematic 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
20Camera 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
21Cinematic 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
22Slow 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
23Cinematic 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
24Subjective 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
25Cinematic 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
26Parallel 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
27Cinematic Technique 6 Split Screen
- Similar to parallel editing, but different pacing
- Can be used for suspense or emotional
juxtaposition - Example from
- Kill Bill
28Split 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
29Cinematic 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
30Building 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
31Cinematic Technique 8 (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
32(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
33Cinematic Game Design Eight Techniques
- Rim Lighting
- Camera Following Character
- Slow Motion
- Subjective P.O.V.
- Parallel Editing
- Split Screen
- Building Tension
- (Mis)Leading the Audience
34Questions?
- Special Thanks to Marty Stoltz, Studio Cinematics
Director, Midway Chicago - Contact
- Richard rr3_at_paranoidproductions.com
- Final slides available at
- http//www.paranoidproductions.com/writings.html