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Published byRoger Long Modified over 9 years ago
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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 –It’s FUN!
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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)
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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
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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. “ You’ll get more out of this session if you play the game.
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Game Demo Play video!
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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
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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
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Hulk:UD 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 You’ll know it when you’ve played it As GAME DESIGNER it is YOU who will drive the game controls
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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
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Hulk Move Types Locomotion –Walking –Running –Wallrunning –Jumping –Climbing… Combat –Strikes –Grapples –Weapon Use –Weaponization –Weapon Pickups –Gethits –Struggles –Wallhits –Floats –Lands… Acting –Ambience –Taunt –Misc… ~150 Moves Total –Blending Technology –Segmentation Tricks
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To Action! Original Process…(~first 10 dev months) –Document the moves… –Animate the moves… –Script in the moves… –Review…maybe Results = “TEH SUCK” –Reviewed the results vs. Goals –…FAILED!
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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…
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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!
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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) –Exit Opportunities!
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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)
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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…?
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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
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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
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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!
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Enemies (in brief!) Lock down the player early Need exaggerated windup to attacks Add unnecessary Theatricality for vulnerable or dangerous stages…even 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.)!
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Findings What have we discussed? –Controls > Feel > 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
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Q+A Eric HolmesBryan Brandt eholmes@radical.cabbrandt@radical.ca Radical Entertainment 369 Terminal Avenue Vancouver, BC V5A 4C4 CANADA
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