Cinematic Game Design Presentatin - PowerPoint PPT Presentation

About This Presentation
Title:

Cinematic Game Design Presentatin

Description:

Cinema A linear medium, often dedicated to storytelling, author driven ... If audience figures out the story: bored. If audience can't figure anything out: confused ... – PowerPoint PPT presentation

Number of Views:94
Avg rating:3.0/5.0
Slides: 35
Provided by: richar123
Category:

less

Transcript and Presenter's Notes

Title: Cinematic Game Design Presentatin


1
(No Transcript)
2
Introduction
  • 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

3
Introduction - 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

4
Introduction - What are Cinematic Games?
  • Games have been copying other art forms all along

5
Introduction - Sources of Inspiration
  • Inspiration from Sports Pong (1972)

6
Introduction - Sources of Inspiration
  • Inspiration from Literature Colossal Cave
    Adventure (1976)

7
Introduction - Sources of Inspiration
  • Inspiration from Cinema Pac Man (1982)

8
Introduction - Sources of Inspiration
  • Games arent the first new medium to steal from
    more established forms

9
Introduction - Sources of Inspiration
  • Inspiration from the theater The Kiss (1896)

10
Introduction - 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

11
Introduction - Evolution of a Medium
  • An Interactive Movie - Dragons Lair (1983)

12
Introduction - 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

13
Introduction 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

14
Introduction 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

15
Introduction Cinematic Games
  • Heavily loaded term
  • Avoid Hollywood Envy
  • Dont want
  • Interactive movies
  • Uninteractive games

16
Introduction 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

17
Cinematic 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

18
Rim 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

19
Cinematic 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

20
Camera 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

21
Cinematic 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

22
Slow 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

23
Cinematic 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

24
Subjective 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

25
Cinematic 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

26
Parallel 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

27
Cinematic Technique 6 Split Screen
  • Similar to parallel editing, but different pacing
  • Can be used for suspense or emotional
    juxtaposition
  • Example from
  • Kill Bill

28
Split 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

29
Cinematic 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

30
Building 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

31
Cinematic 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

33
Cinematic 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

34
Questions?
  • 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
Write a Comment
User Comments (0)
About PowerShow.com