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Goals of this session

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Title: Goals of this session


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Goals of this session
  • Takeaway
  • EVERY GAME LIVES OR DIES BY ITS CONTROL SYSTEM.
    THIS IS HOW WE MADE OURS.
  • Who is this for?
  • Control guys or those who work with them
  • We found a process that worked really well for us
    and want to share it.
  • Save Time
  • Improve Quality
  • Its FUN!

3
Who are these guys?
  • Eric Holmes Lead Game Designer
  • Incredible Hulk Ultimate Destruction (PS2, Xbox,
    GC)
  • HULK (PS2, Xbox, GC, PC)
  • Sled Storm (PS2)
  • State of Emergency (PS2)
  • Earthworm Jim 3D (PC, N64)
  • Bryan Brandt Lead Gameplay Programmer
  • Incredible Hulk Ultimate Destruction (PS2, Xbox,
    GC)
  • HULK (PS2, Xbox, GC, PC)

4
Radical Entertainment
  • www.radical.ca
  • Founded in 1991, 25 titles published, 230
    employees, based in Vancouver, BC, Canada
  • Acquired in March 2005 by Vivendi Universal Games
  • Recent hits
  • The Incredible Hulk Ultimate Destruction (IHUD)
  • The Hulk
  • Crash Tag Team Racing
  • Simpsons Hit and Run
  • Simpsons Road Rage
  • Scarface (coming in 2006)
  • 3-5 production teams, plus Advanced Technology
    Group

5
Incredible Hulk Critical Reception
  • 85 on Gamerankings
  • Best Superhero Game Ever according to ratings
  • Gamespy Game of the Month Aug 2005
  • IGN Game of the Month Aug 2005
  • OXM Game of the Month Aug 2005
  • Action/Adventure Game of the Year AIAS finalist
  • Official PlayStation Magazine UK, May 2005
    the feeling of power is immense. Already
    it's clear that they've got the most important
    thing right - the actual feel of the Hulk - so in
    terms of accuracy we have little to worry about.
  • Youll get more out of this
  • session if you play the game.

6
Game Demo
  • Play video!

7
Hulk To Date
  • Hulk IP
  • Comics began in 1962
  • TV Series 1978-83
  • Hulk Movie in 2003
  • POWER FANTASY!
  • Sequel
  • Schedule approx 24 month
  • Licensed IP in Comic Book Space
  • 2005 Super Hero Summer

8
Game Direction
  • Target Market 13-17 year old males
  • Defines The Hulk Experience gameplay on a scale
    you cannot get anywhere else
  • ACTION ON THE RICHTER SCALE
  • INTIMATE Spider-Man throws a fist-sized web-ball
    at a purse snatcher
  • EPIC Hulk throws a FLAMING BUS at a COLUMN OF
    MECHS
  • Rich Worlds with Mission Gameplay

9
HulkUD Game Goals
  • UNSTOPPABLE MOVEMENT
  • SMASH EVERYTHING
  • EPIC FIGHTING
  • TOTAL FREEDOM
  • ULTIMATE POWER!

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Action Game Controls
  • What is an action game?
  • conflict, struggle, skill, achievements, success
  • The Importance of Game Controls
  • They are the interface to fun.
  • GOOD controls create fun WITHOUT content
  • Mario64
  • GOOD controls GOOD content GREAT GAME
  • Castlevania Symphony of the Night
  • ANY content weak controls sub-average game
  • Youll know it when youve played it
  • As GAME DESIGNER it is YOU who will drive the
    game controls

12
The Character Functionality Group
  • Strike Team
  • AI Programmer
  • Design Scripter
  • Gameplay Animators x2
  • Gameplay Programmer
  • Lead Designer
  • Radical Engine
  • Gym Tool
  • Maya 6
  • Observation TOYS

13
Hulk Move Types
  • Locomotion
  • Walking
  • Running
  • Wallrunning
  • Jumping
  • Climbing
  • Combat
  • Strikes
  • Grapples
  • Weapon Use
  • Weaponization
  • Weapon Pickups
  • Gethits
  • Struggles
  • Wallhits
  • Floats
  • Lands
  • Acting
  • Ambience

14
To Action!
  • Original Process(first 10 dev months)
  • Document the moves
  • Animate the moves
  • Script in the moves
  • Reviewmaybe
  • Results TEH SUCK
  • Reviewed the results vs. Goals
  • FAILED!

15
Return To Action!
  • Relocation/Reorganize/Reboot (Milestone 12 to
    final)
  • Game References
  • Movelist Design
  • Prioritization
  • Meeting Session Process
  • Pose, play, have fun!
  • References photos and movies
  • Action Figures STIKFAS recommended!

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STIKFAS Grab and Play
18
New Process DO IT NOW
  • Process Focus NOW
  • Animate NOW
  • Get Ingame NOW
  • Play with it NOW
  • Reiterate NOW
  • Lock down - and move on NOW
  • Observable Results
  • Momentum!
  • Fun!
  • Synergy!
  • Quality!
  • RESULTS!

19
Anatomy Of A Hulk Animation
  • Runtime Demo
  • Idle
  • Windup
  • Execution
  • HOLD
  • Execution Transition
  • Return to Idle
  • OPPORTUNITY
  • Plus
  • Sound Effects
  • Visual Effects
  • Impact scripting
  • Gethits
  • Physics
  • Floats
  • Damage
  • HUD Feedback
  • Special Properties (Crushers etc)

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Combos
  • Combo flow
  • Initial failure
  • Readable DISTINCT poses required
  • FORGET SUBTLETY
  • Overly Theatrical is good (Shatner)
  • NO acting is BAD acting (Man With No Name)

26
Extreme Moves
  • Hulk has many one-off techniques
  • Grapples
  • Weaponizations
  • Strikes that ARE grapples
  • Devastators
  • Issues
  • Move Scale
  • Character Scale
  • Timing for readability bigger means longer
  • Camera as your silent partner
  • Targeting
  • Auto Targeting
  • Target Selection
  • Did you notice?

27
Tool Ground Rules
  • No Dead Ends
  • Guiding Principle, Power
  • Best Superhero Game Ever
  • Quality Target, Competitive, Power
  • When in doubt, favour the Hulk
  • Balance, Power
  • Action On The Richter Scale
  • Go big or go home ULTIMATE POWER

28
How This Group PWN3D THE HULK
  • OPEN COMMUNICATION Brutal honesty with
    respect, Best idea wins.
  • NO EGO - Check your ego at the door
  • EXPERIMENT When in doubt, try it
  • REITERATE Fast iteration is key to forward
    progress
  • LOCKDOWN Fun first, then fair

29
Structure of the Strike Team
  • Appoint a leader who is RESPONSIBLE
  • Move fast, cut off dead end topics
  • Keep minutes rotating chair
  • You are part of a team - know yourself and others
  • Knowing yourself is the most important!
  • No one person knows it all
  • Strive to develop trust
  • Work with others to figure out each others
    strengths
  • Seek feedback. Recognize failure.
  • Be critical of what you do! Find critical
    allies!
  • Embrace your weaknesses!

30
Enemies (in brief!)
  • Lock down the player early
  • Need exaggerated windup to attacks
  • Add unnecessary Theatricality for vulnerable or
    dangerous stageseven more important than with
    player
  • Visual Effects are CRITICAL
  • Lots more hit and miss with enemies
  • AI is a huge variable
  • (K.I.S.S.)!

31
Findings
  • What have we discussed?
  • Controls gt Feel gt Player interface with game
  • Who should be involved?
  • Programmers, Artists and Designers who get game
    feel and can communicate it
  • An egoless group that deservedly trusts one
    another
  • Professionals willing to have fun, make mistakes,
    learn and move on

32
QA
  • Eric Holmes Bryan Brandt
  • eholmes_at_radical.ca bbrandt_at_radical.ca
  • Radical Entertainment
  • 369 Terminal Avenue
  • Vancouver, BC
  • V5A 4C4
  • CANADA
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