Game Design Studio III (CMPS 172) Making Worlds Seem Alive, Visual Polish UC Santa Cruz CMPS 172 – Game Design Studio III courses.soe.ucsc.edu/courses/cmps172/Spring12/01.

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Presentation transcript:

Game Design Studio III (CMPS 172) Making Worlds Seem Alive, Visual Polish UC Santa Cruz CMPS 172 – Game Design Studio III courses.soe.ucsc.edu/courses/cmps172/Spring12/01 17 April 2012

UC SANTA CRUZ Upcoming Events  Daniel Benmergui  Wednesday, April 18, 2012, E2 180, 11am  Created Storyteller, the winner of the 2012 Independent Game Festival Nuovo Award for innovation.  Zynga Campus Visit and Tech Talk  Wednesday, April 18  5pm – 7pm, Career Center Library (3 rd floor bookstore building)  Food served, RSVP to  Spring Job and Internship Fair  Tuesday, April 24, 11am-3pm  College 9/10 Multipurpose Room  Stone Librande  Creative Director/Game Designer, EA/Maxis  Wednesday, April 25, 2012  E2 180, 11am

UC SANTA CRUZ Upcoming deadlines  Thursday and Tuesday: no class, team meetings in lab  Thursday: Sonar, MicroVentures, Devil’s Bargain  Tuesday: Puzzle Defenders, Firewall, Chroma  Hello World: come see me at end of class to schedule a meeting time  Friday (April 20)  Team status reporting due  Be aware that campus will likely be a little crazy on Friday (420 celebration: Friday, weather will be warm and nice)  Friday (April 27)  Sprint II ends  Sprint III begins  Team status reporting via report tool

UC SANTA CRUZ Reminder: Lab Cleanup  A reminder about teams responsible for lab tidying duty  Week 3 (week of April 16): Chroma  Week 4 (week of April 23): Chroma  Week 5 (week of April 30): Sonar

UC SANTA CRUZ Bringing Game Worlds to Life  A common problem in many games is the game’s world feels static, not alive.  The game starts, and if the player doesn’t use the controls:  The player avatar is completely still  There is nothing moving on screen  The visual image given to the player is completely unchanging  The game might as well be a still image, instead of an interactive experience  Symptoms of a game world that feels static and dead

UC SANTA CRUZ Ideal: Game worlds that feel alive  The game world should feel like it is alive, with interesting activity that makes the player want to explore the world.  Typically this does not mean you want a detailed simulation of the game world.  No need to create a detailed simulation of plants, insects, animals, weather, etc.  Instead, you wish to create a symbolic, or metaphoric representation of a living world  For example, add elements into the game world to reinforce the themes of the game, or to make a particular point about the world of the characters

UC SANTA CRUZ Motion brings worlds to life  Once there are elements on-screen that are moving, the eye is drawn to these.  In real life, things that are alive tend to move  When we see motion, we sense that things are alive  Rule of thumb  Any situation where the on-screen image is completely static should be changed to add some motion.  May wish to violate this rule if stillness is the desired effect. Typically stillness is an unwanted and unintended side-effect.

UC SANTA CRUZ Class discussion  What kinds of motion have you seen in computer games that communicates that things are alive?  Idle state animation, moving back and forth, occasional movement to indicate puzzlement/waiting for player input  Reinforce with sounds (“Come on!”)  Particle effects: hero has aura about them, shield effect  Realistic facial expressions: blinking, motion that indicates processing signals from environment (sight, listening, etc.)  Night/day cycles  Animated details in terrain (ex: trees drop leaves in Hexen 2)  Birds and butterflies!  Ambient motion of NPCs  Dynamically moving backgrounds (clouds)  Flickering lights (buzzing of fluorescent lights, flicker of a torch)  Go meta: give tutorial instruction  Rain. Flowing stream. Hear water in background. Dripping faucet.

UC SANTA CRUZ Sound brings worlds to life  Sounds of ambient activity can also bring a world to life.  In the real world, places filled with activity are typically also filled with sound.  Sound can convey action taking place off-screen, or emphasize motion visible on-screen  Sound is also very powerful at communicating emotion, creating an overall feel to a place or situation  Consider using ambient sound effects to convey a sensation of activity and life, or to convey emotional tone  Be careful not to overdo this: a little sound goes a long way

UC SANTA CRUZ Class discussion  What kinds of sound have you seen in computer games that communicates that things are alive, or sets an emotional tone?  Monster sounds to communicate danger, build suspense (Dead Space monster sense, hear monsters in the vents)  Metroid Prime: embed sound of the monster into the music where that monster appears. Helps immersion, builds suspense.  Silent Hill: radio crackles when monster is near (builds suspense)  Bioshock: music sets the era/time period of the game, personalities of enemies  Fallout: DJ explains what you just did over the radio (makes world seem like it is reacting to you)  Grand Theft Auto: ambient conversations to give impression of life in the city.  Secret of Evermore: sounds of market, then muffled, gives position in the city.  Boss music: conveys difference of enemy, importance of encounter, builds drama  Muffled gunshots/etc in background: gives impression you’re part of larger battlefield  Starcraft: illegal move sounds  LA Noire: feedback to player, good interview, more to search, etc.  Final Fantasy victory music: music can reinforce a brand

UC SANTA CRUZ Game Demonstrations  In-class demonstrations of games to identify ways they succeed and fail at creating the impression of a living game world.  Games demoed  SNES  Lion King  Buster Busts Loose  Donkey Kong Country  Super Mario World  Saturn  Magic Knight Rayearth

UC SANTA CRUZ Visual Polish  Polish is an effect that creates artificial cues about the physical properties of objects through interaction.  Steve Swink, Game Feel, Chapter 9 (Polish Metrics)  Distinction between polish and simulation  When two objects collide  Simulation:  Determines that if both objects are solid, they rebound with certain force in specific directions.  Polish:  Visual: a spray of particles shoots out of the collision point  Visual: the two objects squish and then rebound  Audio: an emphasized “crunch”, “whack”, “thunk” etc. noise to emphasize the magnitude of the collision  Polish items may not be realistic but they make the player feel the interaction more

UC SANTA CRUZ The “feel” of game objects  It is important to explicitly design the characteristics of objects in your game worlds  These characteristics together contribute to the player’s feel for these objects, and will lead to the use of specific visual, audio, and vibratory effects.  Example: Shadow of the Colossus  Giant bosses are massive and heavy  Foot slamming into ground:  Visual: screen shaking when near, clouds of dust and sprays of gravel  Audio: deep booming noise, sound of debris being thrown

UC SANTA CRUZ Elements of game objects  Some aspects of game objects:  Weight: heavy? light?  Texture: soft, hard, fuzzy, sticky, slimy, furry, smooth, rough, dry, wet  Rigidity: stiff, bendable, limp, floppy, bouncy  Robustness: durable, fragile, brittle, deformable  It is especially important to determine these characteristics for your player avatar, and for common NPCs

UC SANTA CRUZ This year’s games  Chroma  Right now the cube is very stiff and rigid and seems to be fairly light  What if it was soft and plushy?  Could have corners deform slightly on movement  Might add mechanics where things bounce off the cube?  What if it was really massive?  Might introduce squishing mechanics, or deform soft parts of the world  Sonar  Right now enemy NPC seem relatively light with no discernable surface qualities  What if they were sticky and gloopy, and moved with sucking sounds?  What if they had skin like sandpaper, and made raspy, scraping sounds while moving?  What if they were crumbly, and fell apart while moving?  What if they are really massive, with booming, thudding movements?

UC SANTA CRUZ Conveying mass and texture  Combination of visual, audio, cinematic and tactile effects  Visual  Animation can convey qualities of motion, speed, weight, etc.  Effects can convey interactions between objects  Ex: Blurring movement of fast moving objects  Audio  Sound can convey surface texture aspects  Can also convey magnitude of actions  Cinematic  Can convey mass (shaking screen), importance (focus, temporary slow motion)  Tactile  Can convey impact (shooting recoil), surface texture qualities (rough surface yields more vibration)

UC SANTA CRUZ This year’s games  Firewall  Player’s tank is large, massive, and rigid  How can this be conveyed to the player?  When player takes damage, there is no visual feedback. What kind of feedback might make sense?  Leave tracks  Add objects for scale  Effects when damage is taken, tank shaking if really big  Tanks shaking if they run into one another, screen shake?  Audio emphasis of mass of tanks when moving

UC SANTA CRUZ This year’s games  MicroVentures  The player and all enemies in the world move at the same rate, and behave the same. However, they presumably have different weights, speeds, textures.  How can these differences be conveyed to the player?  Different animations for different types of movement  Different momentums for different size/weights  Ambient audio effects

UC SANTA CRUZ This year’s games  Devil’s Bargain  The hero is wearing stiff, heavy, metalic armor.  How can this be conveyed to the player?  What different animated sequences should the player possess?  The monsters in the dungeon appear to have medium weight, and are furry.  How can this be conveyed to the player?

UC SANTA CRUZ This year’s games  Hello World  The spaceship is presumably quite heavy, yet it falls straight down to the planet and then comes to a gentle stop.  What can be done to better convey the sensation of weight?  When the player descends into a world, there is no associated sounds. What sounds could be used to emphasize the interactions the player has with elements in the surroundings?