Design + Production Presented by Robin Walker. Design + Production  Half-Life 2 development process  Half-Life The cabal.

Slides:



Advertisements
Similar presentations
What’s a Writer to Do? Redefining our Role in Crafting Player-Driven Narratives.
Advertisements

The Design Document Ahmet Uğur. Overview No standard format Should communicate the nature of the game effectively Companies with agreed format The design.
Interactive Storytelling for Video Games Chapter 13: The Argument Against the Supremacy of Player-Driven Storytelling Josiah Lebowitz Chris Klug.
Presented By: Aleissia Laidacker Nicolas Barbeau.
Patterns in Game Design Chapter 9: Game Design Patterns for Narrative Structures, Predictability, and Immersion Patterns CT60A7000 Critical Thinking and.
Games and AI Jonas Lind Game Designer ITU, September, 2005.
Spring 2007COMP Design Teams Team Structure Interdisciplinary Teams.
Aug 24, Fall 2005ITCS4010/50101 Design Teams Team Structure Interdisciplinary Teams.
Sep 14, Fall 2006IAT 4101 Design Teams Team Structure Interdisciplinary Teams.
Lecture 6 CS171: Game Design Studio 1I UC Santa Cruz School of Engineering 23 Feb 2010.
Valve’s Design Process for Creating Half-Life 2  Presented by David Speyrer and Brian Jacobson.
A 3D Massively Multi-player Online Game by. Outline ● Introduction ● Game Story & Game Play ● Design Goals & Challenges  Network  Game Engine  Graphics.
A Technical Game Project 4 Due dates: Game Idea Friday, March 16 th Game Plan Friday, March 23 rd Web Page Sunday, April 9 th First Playable Wednesday,
Interactive Media and Game Development Project. Introduction ARG story: –monolithic game corporation (like EA) is trying to take over the world –using.
Gearbox Software PRODUCTION PIPELINE – JOBS TITLES – JOB DESCRIPTIONS.
The Game Development Process. Typical Development Cycle Idea Proposal Design Evaluation Coding Testing Release.
CORE MECHANICS. WHAT ARE CORE MECHANICS? Core mechanics are the heart of a game; they generate the gameplay and implement the rules. Formal definition:
Television Production Team. Standard 7.0 Standard Text: Exhibit knowledge of the television production team. Learning Goal: Students will be able to understand.
CMPD 434 MULTIMEDIA AUTHORING
Game Programming Chapter 1 Review Part One Juniors March 11, 2011.
The Iterative Level Design Process for BioWare’s Game Developer Conference 2009 Corey Andruko – Project Manager, Mass Effect 2 Dusty Everman – Lead Level.
A World Revealed.... The story is everything... So Thinking of what interests me most about a game I ended up playing Skyrim a bit and got to wondering.
GAME DEVELOPMENT DOCUMENTATION
Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc.
Interactive Gameplay Design Games Development Mario Michaelides Lecture 7 (10am), Week /11/2005 Games Development.
Interactive Storytelling for Video Games Chapter 10: Open-Ended Stories Josiah Lebowitz Chris Klug.
Artificial Intelligence in Game Design Problems and Goals.
TECHNOLOGY. Computer games have always been driven by technology. For many years it was advances in graphics that changed the way computer games were.
Senior Design Spring 2010 Milestone 1. General Project Info Team Members: – Lauren Bissett – Dan Maguire – Nicholas Woodfield Project Goals: – Expand.
Creating A 3-D Game With Spark Engine Lauren Bissett, Dan Maguire, and Nicholas Woodfield.
Game Development Documentation EREN NABİ.  When the team grows, becomes harder to protecting the focal point of the project.  Good documentation is.
Software Engineering in the Game Industry Bill Pyne.
Textual Based Generation of Adventure Games Ross Berkland Supervisor: Professor Shaun Bangay Scene to Adventure Game.
9am12pm3pm6pm9pm12am 1am9am12pm3pm6pm9pm12am3am6am9am SLEEP M1: Tech. Demo Navigate empty world using imported art. M1: Tech. Demo Navigate empty world.
Half-Life 2 and Source Presented by Jay Stelly. Tech lead decisions  Design a better structure for code development  Investments in scripting  Improve.
Review For Test Chapter 4 & 5 Test is Wednesday, January 27th.
The Multimedia Team. Careers in Multimedia u Executive Producer u Production Manager u Multimedia Director/Architect u Art Director u Interface Designer.
Chapter 3 Multimedia Skills
Fundamentals of Game Design
 Dictionary: a piece of written work that tells a story and is meant to be performed; this is called a play  An event that has exciting, emotional and/or.
Think Game Play! advanced-prototyping/ 016.
CSE1GDT Gameplay Mechanics. Core Mechanics The exact definition of the gameplay rules –It doesn’t matter where these rules are, just that you know them!
Designed to Make a Difference. Crafted by Pixelberry After 12 years in mobile gaming, the founders started Pixelberry to make a difference. We’re a 16.
Chapter 7 The Practices: dX. 2 Outline Iterative Development Iterative Development Planning Planning Organizing the Iterations into Management Phases.
Games Design. A video game designer develops the layout, concept and game play of a video game. A game designer works for a developer (which may additionally.
The Chain Game Project Overview Development Methodology New vision Ramp-Up Document Razor Statement Tone Design Progress Art Progress Programming Progress.
Reading Flash. Training target: Read the following reading materials and use the reading skills mentioned in the passages above. You may also choose some.
University of Illinois at Chicago Electronic Visualization Laboratory (EVL) CS 426 Planning the Game Design Spec & Blitz3D Workshop © Jason Leigh Electronic.
 A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that.
Chapter 3-Multimedia Skills
Innovation. interaction. inspiration. Leveraging Middleware Jeff Wofford Deep Red Games
Copyright © 2009 Pearson Education, Inc. Publishing as Prentice Hall Appendix B Agile Methodologies B.1.
Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,
Assignment 1 CIS 487 9/29/09 David Elner. Basic Information: TitleGarry’s Mod DeveloperTeam GARRY GenreIndie (Mod)(Sandbox) Price$10 RequirementsSource-engine.
 Title: Heavy Rain  Developer: Quantic Dream  Publisher: Sony Computer Entertainment  Genre: Cinematic Mystery/Drama  Price: $19.99 for Director’s.
+ Game Design Careers. + Game Development Developing an interesting video game is a very challenging task. It usually takes many different people working.
Introduction Who are we? Paul Martin – Started out in the industry 1996 as PlayStation programmer – Currently a technical director and one of the principals.
Sound Practices of Games Business and Design Presented by Brian Jacobson.
CS 134 Design Documents.
Object Oriented Systems Design
Game Design For Development
What is Hallowcast? Hallowcast is a Steampunk RPG in which you play as an inventor called John Hallowcast. After one of his inventions turns against him,
Designing and Developing Games
Learning from Postmortems (slides adapted from Michael Mateas)
Object Oriented Systems Development
Mostly known for the creation of The Witcher franchise.
CIS 487/587 Bruce R. Maxim UM-Dearborn
Extreme Programming Extreme programming is "a lightweight methodology for small-to-medium-sized teams developing software in the face of vague or rapidly.
Games Development 2 Entity / Architecture Review
Presentation transcript:

Design + Production Presented by Robin Walker

Design + Production  Half-Life 2 development process  Half-Life The cabal.

Design + Production  HL2 Massive  This talk: Iteration & collaboration Decentralized design Game-wide passes Symbolic links Choreo scenes

HL2 Team Overview  ~30-40 People, 5 years  3 Cabals Programmers & Level Designers  Art Team Artists & Level Designers  Choreo Team Artists, Level Designers, & Writer

Cabals  Goal: Chapter production  Design (~3 months) Story Brainstorming Level Layout  Iteration (~3 months) Playtest -> Revise -> Playtest  Art passes

Chapter Production  Constraints: schedule, story  Better focus Faster iteration  He who designs it, builds it  Driven to reduce dependencies

Problem: Consistency  More interactive  Competing designs  Bad design economy  Assumptions about previous chapters Player training  Chicken & Egg: Chapter transitions

Solution  3 game-wide passes First: Chapter production Second: Experience density Cross-pollination & training Story Cuts Third: Game-wide quality  A better method for building games  How?

Symbolic Links  A named link between pieces of content.  Allows: Specialists. Consistency. Painless game-wide iteration. Implementation abstraction.  Run-time links.  Symbol saving.

Examples  Game sounds  Materials  Props  Scripting  Response rules Contextual link  Choreo scenes

HL1: Scripted Sequences  Animations for a set of NPCs, played in unison. Monolithic animations. Level placed sounds / dialog.  Costly to produce: ~30 sequences (~10 minutes total running time) Rarely re-usable. Single owner. Easily “stalled”.

Problem: Interactivity  Undefined world state Player / NPCs Objects

HL2 Choreo Scenes  A scene for a set of NPCs AI commands, facial animation, game events, sounds, etc.

HL2: Choreo Scenes  Robust Independent content creation & iteration Late features, scenes untouched  Powerful Traditional, multiple character acting scenes Responsive Improved minor interactions Gender independent speech Model independent animation Emotional states

HL2: Choreo Scenes  Massive improvement: ~1800 scenes (~3 hours total running time) Re-usable: Code Gestures Higher quality Production rarely stalled.

In Summary  HL2: Iteration & collaboration Multiple game-wise passes Symbolic links  Future: Code solutions, process solutions.

Questions?  Questions?

Methodology  3 game-wide passes A better production method  Symbolic links Iteration, consistency, abstraction  HL2 choreo scenes vs HL1 scripted sequences Better & cheaper

Interactive Scenes  Scene timeline is flexible Scene pausing to wait for game events Faking NPC intention through event anticipation Synchronisation between animations and timeline.

Physics Gameplay  Real work begins after integration of physics engine.  Every time we build a new physics puzzle, we write code. Fan Puzzle  Balancing physics reality with player desires. 180 turns with held items Players think everything is "physics".