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Essays and Opinions

GDC 2011 Notes – Crafting Satisfying Combat Experiences at Insomniac

Steps for a basic combat experience –

  1. Establish a front
  2. Layer setup
  3. Establish a combat focus
  4. Useful and clear cover
  5. Send enemies in waves
  6. Have a clear flanking route
  7. Re-direct the front
  8. Effectively use high-priority targets

Give players an immediate read of the space

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Essays and Opinions

GDC 2011 Notes – Tech Art Roundtable 3

How do you optimize across multiple platforms?

Optimizing for WinXP is bad because it’s worse than phones right now

More people at the roundtable compared to two years ago. The room was too full!

 

Education -> Need TA students to solve real-world problems

  • Tech Art training sounds like its best done on a person-by-person basis, so many skills that can’t be taught in classroom
  • Find the ones that have a talent or interest in it? Are they problem-solvers? Do they tinker? Do they teach other students?
  • Have potential TAs do a rotation through IT (Or expand role of lab monitors to really include troubleshooting student issues, and pump TAs through that)

 

How do you institutionally encourage this behavior?

  • Documentation, Tools-writing, Tinkering, Helping other students
  • Potential TAs need to get work done too, establish rules so they can get it done
  • Mentorship of younger TAs by established ones in school?
  • Hire students to act as tech artists in on-campus facilities?

 

Tech Artists are Force Multipliers, Firefighters, and Preemptive Firefighters

  • Look Development
    • Shaders
  • Tools programming
  • Problem-solvers
  • Riggers
    • Tech Animators
  • Outsource Wranglers

 

They MUST work alongside artists, be embedded with them (works well at Volition)

TAs need people and managerial skills

 

How do you test tech artists right out of school?

  • Tests

Games are innovating faster because teams are smaller and more agile than film

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Essays and Opinions

GDC 2011 Notes – Strategy Games Panel

We’re seeing a lot Cinderella success stories int he strategy gaming realm, lots of one-man projects rocking the show

What Needs to Change

  • Put design first
    • Maintain core values
    • Player Choice!
  • Think at all different levels of intensity
    • Smaller games -> do they need single-player campaigns?
      • Sins of a Solar Empire doesn’t have one, for example
    • Cut to the chase
    • Minimize design clutter
    • Check scope
  • Cheaper delivery methods
  • Focus on one audience
    • Acknowledge that you can’t please everyone
  • Focus on user experiences

Soren Johnsons on League of Legends: “The facebook game for people who like games”

 

Everyone learned humility in the face of Facebook games

 

Players are interested in interesting decisions and the consequences thereof

 

“Co-op CompStomp”

  • Want kind of RTS would you make if you didn’t include PvP?

Key Issue -> Accessibility

  • Limited by manuals and documentation
  • Need tutorials and intro levels

Will AI get better?

  • Yes, but we don’t need a Terminator, we need a Terminator w/ enough flaws to entertain

 

iPad and iPhone aren’t stealing because they serve different purposes and different audiences

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Essays and Opinions

GDC 2011 Notes – Art Direction for Photoreal Games

It’s really all about getting everything looking juuuuust right

Photoreal is just as much an art direction decision as any other style, and there’s a lot of room to play around in that

Photoreal requires a lot of creativity, it’s not easy, very difficult to achieve

“cinematic photoreal” -> beautiful and visually distinct images

-Every film has its own unique look, and you can pick out a shot from films even if you have no contextual information at all

Photoreal can be achieved through proper application and use of:

  1. Textures
  2. Lighting
  3. Post Effects
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Essays and Opinions

GDC 2011 Notes – Art Culture Panel

“No dicks, no douchebags, no drama” ~ Gearbox

Gearbox encourages culture of critique through anonymous peer reviews of both person and work

Encourage mindset of “How good is that other guy, and how do I figure out what he knows?”

Have “Training Days” -> Everyone teaches something

Show and Tell days -> Art Councils in different fields that discuss techniques to better each other.

Cooking Show-type tutorials

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Essays and Opinions

GDC 2011 Notes – Designing Limbo’s Puzzles

Focus on gameplay

Puzzle Design Principles in Limbo

  • Challenging problem-solving
  • There’s a difference between pretending to solve a puzzle (doing a puzzle) vs. actually solving a puzzle (thinking through, arriving at conclusion, executing)
  • Easy and quickly-understandable mechanics
  • As few elements as possible and simple elements
  • Discourage brute-force trial and error, it ends with the player not getting enough of a sense of achievement
  • Don’t repeat puzzles, puzzles do not have replay value
  • Solve complicated problems with simple explanation
  • Do not challenge player through volume of STUFF

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Essays and Opinions

GDC 2011 Postmortem

Went to GDC this year, had a lot of fun. Met a lot of great people, expanded my knowledge base even more.

Advice

  • If you worked at a studio over the summer, it’s likely better to wear some manner of apparel from that studio than to try and dress fancy. A lot of devs walk around the conference advertising the studio they work for through apparel, and if you can immediately implant the idea in the recruiters’ mind that you’re a dev, you skip the “Student” perception entirely. I didn’t do this, but it seemed to benefit others.
  • Adapted from Seth Gibson: you spend all this time in school learning, and by the time you get out your portfolio might not look totally consistent because you’ve got work that spans over a year or more. If you’re struggling to get a job, you’d do yourself a favor by spending three months after graduation building a portfolio of new work that better reflects the current state of your skills.
  • Different studios want different thing –
    • Someone doesn’t care about lower poly-counts, whereas another does.
    • One studio might want to see that you can take your own photo-source textures, while another doesn’t care that you use CGtextures
    • Some studios will say “your work is good enough to get you hired”, while someone else rips you to shreds
    • Your art director from over the summer might love the spaceship you did, while the hiring manager at Obsidian might think that very same spaceship makes you look like you’re coming straight out of college
    • One wants to see concept art and process drawings, while another would just want models
    • One may say your stuff looks unoriginal, but another might buy you a drink because of it
  • You don’t want to be just a swiss army knife, nor do you want to be just a scalpel. Your best bet is to be a swiss army knife with a scalpel. Be really good at one thing, and have a good awareness of everything else.
  • Use of Crazybump was noticed in my portfolio on a couple of occasions, and I was discouraged from using it. Additionally, I was discouraged from having black appear on my normal maps.
  • When wandering the Career Pavilion floor, I would advocate that students ask for critique on their portfolio instead of asking about internships. This show’s you’re forward-thinking and can take critique, all plusses.
  • Some studios who locate themselves exclusively in the business center may also have people who can look at portfolios! Don’t be afraid, it never hurts to ask
  • Let your work speak for itself, if it’s really good stuff it’ll show. Beyond that, just make sure you’re not insane and you’ll have a good chance at making an impact on the people you’re talking to.
  • Don’t forget to ask “what’s the next step” when at the Career Pavilion
  • Offer business cards, don’t ask for them. This gives people the opportunity to stay in touch with YOU
  • Follow up, follow up, follow up
  • Your portfolio should tell whoever is looking at it what you want to do, if they have to ask your portfolio is probably too broad
    • To that end, only show what you want to do

Conference Observations

  • Not as many students bum-rushed the Career Pavilion on the final day, it was actually somewhat managable
  • Lots of people end up at the W
  • iPhone and Indie devs roamed the conference looking for artists lined up for portfolio reviews, seeing who they could snag to work on their projects. This is a trend I expect to continue in coming years.
  • I got the impression that most parties ended between 10pm and 12am, make sure you get to whatever party you found out about before this time.
  • 19,000 people this year, holy crap

Food and Drink

  • Johnny Foley’s has a dueling piano bar, which was pretty fun on my last night there
  • Gotta keep moving and operating in smaller units, 10 is probably the max of any one group going out to eat. We did 15 one night and that was  madness
  • If you’re in a pinch, the Metreon has a few quick-service places to eat, this ended up being my default most days. I would, however, recommend the Chaat Cafe if you have the time.
  • Look into the Anti-Saloon League, 441, or Swig
  • Osha Thai
  • Fang
  • Thirsty Bear Brewing Company
  • Annabelle’s Bar and Bistro
  • Mel’s Diner (good in a pinch, quick service)
  • Canton Dimsum

San Francisco

  • Bums were out in even greater force and fervor this year
  • Cold and windy year, why was it so early?!
  • The Musee Mechanique is no longer free 🙁

College

  • 32 Students/Recent Ringling Alum attended,  8 times our 2009 attendance. Of those, 4 were Conference Associates, 15 seniors, 9 juniors, 3 sophomores, 2 illustrators, and 2 2010 graduates
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Games

Geyser – The Game

This was a game created as part of the Ringling Game Design Club’s game jams. It was based on a world we created in one of the club’s world jams. In a world where a large island is surrounded by a giant wall of falling water, and a steam geyser dominates the center of the only known mass of land. Steam is both a source of power, and danger, in this harsh terrain. Nomadic societies travel the land in search of steam beds to power their lives, and all vie to control the Mother Geyser.

To this end, a group consisting of myself, Eli Allen, Garrett Stephens, Clay, and Tony Sladky developed a game we simply call “Geyser”, that would be played in this world. And so I present –

Geyser

For 2 to 4 Players

Supplies –

  • 2 6-sided dice
  • Game Board, or suitable mock-up as illustrated below
  • Unique tokens for each player’s tribe
Blocked-in game board

At the start of the game, place one of your tokens onto one starting square. Then, each player rolls 1 die. The person with the highest roll starts the game. Play proceeds to left of the starting player.

The goal of the game is to reach the Mother Geyser, and hold it through the end of a round.

A round consists of all players taking one turn.

In each player’s turn they will move one piece one square in any orthogonal direction. Diagonal moves are not allowed.

If a player lands on a geyser, they may place a new token on the board in any permissible square around that geyser. You may not place this new token on a square occupied by another player.

When a player claims a geyser, they must leave at least one piece on that geyser at all times.

Two tokens from the same player may occupy the same square at the same time.

You may “battle” with another player by moving your token into a square they occupy. In this event, each player rolls one 6-sided die and adds the number of geysers they control. Whoever has the highest number wins, and the loser removes that token from the board.  The winning player now occupies the contested square.

In the event of a tie, the attacking player has the option to retreat to the square he previously occupied, and his turn is over. The attacking player also has the option to try the attack again until one side loses, or the attacking player chooses to retreat.

At the end of the first round, the player who started the game rolls two 6-sided die. Add the two numbers together, and this determines which “ring” of geysers fires off, destroying any tokens occupying that geyser. For example, if a player occupies a 6/8, and the roll is two 4s, he must remove the token he has placed on that geyser. This is known as the Geyser Firing Phase.

After the geysers have fired off, the player who went first passes the dice to his left and that person will roll for the next Geyser Firing Phase. After he has rolled, he will pass the dice to his left and so on until the game is over.

In order to move into the Mother Geyser, a player must control at least three normal geysers.

If a player has one token occupying the Mother Geyser after the Geyser Firing Phase, that player is declared the winner.

Comments are always appreciated.

This has been cross-posted to the Ringling Game Design Club blog.

Creative Commons License
Geyser – The Game by Matthew Oztalay, Tony Sladky, Eli Allen, Garrett Stephens is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.
Based on a work at oztalay.com.

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Uncategorized

Judge, Jury, OBJECTION!

Below are the (still in progress) rules for a game developed by Jonathan Yao, Ben Throop, Stan Chin, and I as part of the 10th Annual Game Design Workshop. In this exercise we were tasked with, in 45 minutes, creating a game that will trigger the emotions of Schadenfreude and ambivalence in the players.

The game started with the emotions, then we moved to the theme which gave an excellent context and narrative setting for our two emotions. Naturally, this theme was a courtroom. This led us down the trail to mechanics based off Blackjack, in which the goal of the player is to There are three roles for players:

1) Judge – The Dealer
The dealer deals one card face down (the Surprise Witness) and one card face up (Evidence) to each of the attorneys.
2) Attorneys – Players
The Attorneys are the two players to the right of the dealer
These players may take the following actions:
-“Call the next witness”, the Judge gives one card, face up, to that attorney.
-“Rest my case”, the attorney believes the total value of his evidence is higher than the other attorney and will no longer call witnesses.
-“Objection!”, after both attorneys rest their case, and the jury has bet (more on this later), each attorney may “object” to another player’s piece of evidence. This card is then removed from that players evidence string and is not counted in their final total.

3) Jury – Bettors
The jury consists of all players not designated as the Judge, or the Attorneys. These players may bet on each attorney after the judge has dealt them their initial evidence.

At the Start
All players are given an amount of poker chips determined by the player, but greater than 10 “units”
Each player draws one card, the player with the card of highest value is designated as “The Judge”

In the Courtroom
The Judge deals each attorney a Surprise Witness, and a piece of Evidence. The attorney to which a Surprise Witness is dealt may look at their surprise witness, but may not reveal it to other players.
Each member of the jury, in turn, will bet on which attorney they feel has the highest chance of winning
The Defense Attorney, the Attorney furthest from the Judge, is given the choice to “Call the next witness” or “Rest my case”
The Prosecuting Attorney, the Attorney closest to the Judge, is given the same choice
This continues until both attorneys have rested their cases
The Defense Attorney is now given the chance to “Object!” to one of the Prosecuting Attorney’s pieces of evidence
The Prosecuting Attorney is given the same chance
Once both attorneys have rested their cases, and filed objections, the Jury goes into “Deliberation” in which they may place additional bets on each of the attorneys.
Once the Jury has finished deliberating, the attorneys show their surprise witnesses, and the total value of their evidence is added
Whichever attorney has the greatest value of evidence that is not greater than 12 is declared the winner

(This is roughly were the game still needs some work. We still need to hash out how this phase of the game is resolved. I encourage the participants to comment and discuss.)

After that case is resolved, the Judge passes the deck of cards to the player on his left, and player begins again.

Categories
Games

Saratoga Sabotage

Below are the rules to Saratoga Sabotage, the Oregon Trail-themed modification of SiSSYFiGHT3000 developed by Rory Fitz-Gerald, Jon Manning, Leo Cho, Taylor Kalajan, Ryan Milligan, and I as part of the 10th Annual Game Design Workshop at GDC this year.

Players: 4 to 6

Players start with 5 white poker chips, and five blue poker chips
White poker chips denote progress toward the West Coast, or progress points.
Blue poker chips denote supplies/ammo

Goal – Be the first to reach 12 progress points

Each player has a deck with the following cards –

Target Cards
-Red
-Blue
-Green
-Purple
-White
-Black
-Self

Action Cards

  • Move
    • “Head West” – Target = Self – Gain one progress point
    • “Convoy” – Target = Another player, and that player targets you with a move action – Both gain 2 progress points, both lose 1 supply point
  • Bullet
    • “Get Supples” – Target = Self – Gain 2 supply chips
    • “Sabotage” – Target = Another player – That player loses one progress point, initiating player loses 1 supply point
  • Raid
    • If and only if 2 or more players play “Raid” and target the same player – Target player loses 2 progress points per attacker, attacking players lose 1 supply point each. If only one person raids another player, no damage is dealt and the attacker loses a supply point.
  • Defend
    • “Circle the Wagons” – Target = Self – Divide total number of lost progress points in a round by half, round down. You now lose that many progress points. If no one attacks you, you lose a progress point.
    • “Git Of Mah Land” – Target = Bullet – You take no damage from any “Bullet” attacks which target you, and you take the supply points those players lost in attacking you. If no one attacks you, you lose a progress point.
    • “Indians!” – Target = Raid – You take no damage from any “raid” attacks which target you, and you take the supply points those players lost in attacking you. If no one attacks you, you lose a progress point. If only one person performs a raid attack against you, you do not lose a progress point.
    • “You Scoundrel!” – Target = Another player – You take no damage from that player, and instead the damage is reflected onto that player. You gain the supply point that player lost in attacking you.

All communication must be public.
All communication does not have to be comprehensible to all players, but must be in a mutually agreed-upon language.

At the start of a game players choose their color, and place that color card in front of them on the table.

1 Round = 2 Turns
No cards played in the 1st turn of a round can be played in the 2nd turn of a round.

A Round –

Turn 1 –
Players choose their action, and the target of that action and lay those cards face down in front of them.
Once all players have chosen an action and a target, all players’ actions and targets are revealed simultaneously.
Players resolve the results of their actions.
Players do not pick up the cards in front of them at the end of this turn. The cards played cannot be played again in this round.

Turn 2-
Players choose another action, and another target.
Once all players have chosen an action and a target, all players’ actions and targets are revealed simultaneously.
Players resolve the results of their actions and targets.
Players pick up all the cards they have laid down in that round and begin a new round.

If at end of a round, a player has 12 progress points, he is declared the winner.
For the purposes of action-resolution, attacks are resolved before progress points are awarded.