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Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

Jan 16, 2017

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Tadej Gregorcic
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Page 1: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Page 2: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Page 3: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

Who

Tadej Gregorčič

Co-Founder / CTO Creative & Technical D.

twitter, facebook: @tadej

code, puzzle design, story, production

Page 4: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

Teaser/Trailer: www.elroythegame.com

Page 5: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Page 6: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

Adventure Games

Puzzle solving within a narrative framework

Similar to watching a movie or reading a book

Narrative, Puzzles, Exploration

Page 7: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

Day Of The Tentacle (1993) Monkey Island (1990)

Full Throttle (1995) Grim Fandango (1998)

The Book of Unwritten Tales (2009) The Inner World (2013)

Machinarium (2009) Blackwell Series (2006-2014)

Technobabylon (2015) The Journey Down (2010)

The Silent Age (2012) Sword and Sorcery (2011)

Deponia (2012) Broken Age (2014)

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Topics

NARRATIVE ART

DESIGN CODE

AUDIO PRODUCTION

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Production

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NARRATIVE ENGINE

CONCEPT ART

PUZZLE DESIGN

ROUGH ART

“FINAL” ART

ROUGH ANIMATIONS

“FINAL” ANIMATIONS

ROUGH DIALOGUE

“FINAL” DIALOGUE

TEMP SFX

TEMP MUSIC

“FINAL” SFX

“FINAL” MUSIC

VOICE ACTING

“FINAL” CODE

CHARACTER DESIGN

LOCATION DESIGN

BETA

The Mountain of Adventure Game Development

PROTOTYPE

Page 11: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

NARRATIVE ENGINE

CONCEPT ART

PUZZLE DESIGN

ROUGH ART

“FINAL” ART

ROUGH ANIMATIONS

“FINAL” ANIMATIONS

ROUGH DIALOGUE

“FINAL” DIALOGUE

TEMP SFX

TEMP MUSIC

“FINAL” SFX

“FINAL” MUSIC

VOICE ACTING

“FINAL” CODE

CHARACTER DESIGN

LOCATION DESIGN

BETA

The Mountain of Adventure Game Development

PROTOTYPE

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Page 13: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

NARRATIVE ENGINE

CONCEPT ART

PUZZLE DESIGN

ROUGH ART

“FINAL” ART

ROUGH ANIMATIONS

“FINAL” ANIMATIONS

ROUGH DIALOGUE

“FINAL” DIALOGUE

TEMP SFX

TEMP MUSIC

“FINAL” SFX

“FINAL” MUSIC

VOICE ACTING

“FINAL” CODE

CHARACTER DESIGN

LOCATION DESIGN

BETA

The Mountain of Adventure Game Development

PROTOTYPE

Page 14: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

NARRATIVE ENGINE

CONCEPT ART

PUZZLE DESIGN

ROUGH ART

“FINAL” ART

ROUGH ANIMATIONS

“FINAL” ANIMATIONS

ROUGH DIALOGUE

“FINAL” DIALOGUE

TEMP SFX

TEMP MUSIC

“FINAL” SFX

“FINAL” MUSIC

VOICE ACTING

“FINAL” CODE

CHARACTER DESIGN

LOCATION DESIGN

BETA

The Mountain of Adventure Game Development

$PROTOTYPE

Page 15: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

NARRATIVE ENGINE

CONCEPT ART

PUZZLE DESIGN

ROUGH ART

“FINAL” ART

ROUGH ANIMATIONS

“FINAL” ANIMATIONS

ROUGH DIALOGUE

“FINAL” DIALOGUE

TEMP SFX

TEMP MUSIC

“FINAL” SFX

“FINAL” MUSIC

VOICE ACTING

“FINAL” CODE

CHARACTER DESIGN

LOCATION DESIGN

BETA

The Mountain of Adventure Game Development

$$$

PROTOTYPE

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STORY / NARRATIVE CONCEPT ART

PUZZLE DESIGN DEVELOPMENT ART ANIMATION

SFX

TESTING / QA

MUSIC

MUSICAL THEME

Page 18: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

STORY / NARRATIVE CONCEPT ART

PUZZLE DESIGN DEVELOPMENT ART ANIMATION

SFX

TESTING / QA

MUSIC

MUSICAL THEME

Trello / ticketing systems

Project management SW (e.g. Basecamp)

Here be dragons

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“A delayed game is eventually good, but a rushed game is forever bad.”

Mr. Shigeru Miyamoto Nintendo

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Narrative

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StorySequence of events

Mary wakes up, gets dressed, drives to work, works, goes to lunch, flirts with David, does more work, goes home.

PlotEvents as they relate to each other

Mary’s day begins when she wakes up and drives to work. The most interesting part of her day is lunch, when she flirts with David. The plot ends

when she goes home.

Narrative“design” of the story (events may be in diff. order)

Mary wakes up, skipping breakfast so she can go straight to work. Though most of her day is boring, she likes lunch because David is there and they

flirt a little. After work, she drives straight home to get some sleep.

Source:

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Narrative90% structure, 10% plot

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I. DepartureCall to AdventureRefusal of CallSupernatural AirFirst ThresholdBelly of the Whale

Princess Leia’s MessageMust Help With HarvestObi-wan rescues LukeEscape from TatooineTrash Compactor

Page 26: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

I. DepartureCall to AdventureRefusal of CallSupernatural AirFirst ThresholdBelly of the Whale

Princess Leia’s MessageMust Help With HarvestObi-wan rescues LukeEscape from TatooineTrash Compactor

II. InitiationRoad of TrialsMeeting GoddessTemptation Off PathAtonement With FatherApotheosisThe Ultimate Boon

Practice With Light SaberPrincess LeiaTemptation of Dark SideDarth and Luke ReconcileLuke becomes JediDeath Star destroyed

Page 27: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

I. DepartureCall to AdventureRefusal of CallSupernatural AirFirst ThresholdBelly of the Whale

Princess Leia’s MessageMust Help With HarvestObi-wan rescues LukeEscape from TatooineTrash Compactor

II. InitiationRoad of TrialsMeeting GoddessTemptation Off PathAtonement With FatherApotheosisThe Ultimate Boon

Practice With Light SaberPrincess LeiaTemptation of Dark SideDarth and Luke ReconcileLuke becomes JediDeath Star destroyed

III. ReturnRefusal to ReturnThe Magic FlightRescue from WithoutReturn ThresholdMaster of two worldsFreedom to live

Luke wants to stayMillenium FalconHan Saves LukeDestruction of TIE fightersVictory CeremonySuccess over empire

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CHANGE FALLGROWTH

Source: http://vanvelding.blogspot.si/2015/05/ffs-pulaski-hate-is-unjustified.html

Act 2

Act 1Act 3

Limited awareness

Increased awareness

Reluctance to change

Overcoming

Committing

Experimenting

Preparing

Big change

Consequences

Rededication

Final attempt

Mastery

Character Arc

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Emotional AlignmentCharacter motivation vs. player’s pre-existing motivation

Motivation: What does the protagonist want? Enough to continue through obstacles

How does the character and his motivation change?

Marry Sue / Gary Stu = bad writing in non-interactive, OK for games

(but also for adventure games?)

What does the villain want? Why?

Page 30: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

TV TropesFinal Temptation for a Normal Life

He Knows Too Much Lottery of Doom

Monster Protection Racket An Offer You Can’t Refuse Trouble Follows You Home

The Collector

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ExamplesTomorrowland

Last of Us Star Wars (1977)

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BASIC PLOT CHARACTER LISTBASIC LOCATIONS

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BASIC PLOT

WRITTEN NARRATIVE

CHARACTER LISTBASIC LOCATIONS

CHARACTER MOTIVATIONS,

CHANGES

LOCATION DESCRIPTION

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BASIC PLOT

WRITTEN NARRATIVE

STORYBOARDS

CHARACTER LISTBASIC LOCATIONS

CHARACTER MOTIVATIONS,

CHANGES

LOCATION DESCRIPTION

Page 35: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

BASIC PLOT

WRITTEN NARRATIVE

STORYBOARDS

PUZZLES, PROTOTYPE

CHARACTER LISTBASIC LOCATIONS

CHARACTER MOTIVATIONS,

CHANGES

LOCATION DESCRIPTION

PLACEHOLDER SCRIPT / DIALOGUE

LOCATION CONCEPT ART

Page 36: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

BASIC PLOT

WRITTEN NARRATIVE

STORYBOARDS

CHARACTER LISTBASIC LOCATIONS

CHARACTER MOTIVATIONS,

CHANGES

LOCATION DESCRIPTION

BETA

PLACEHOLDER SCRIPT / DIALOGUE

FINAL SCRIPT / DIALOGUE

LOCATION CONCEPT ART PUZZLES, PROTOTYPE

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Page 38: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

ExpositionCutscenes vs. Gameplay

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NarrativeTechnical Debt

OK OK OK OK

OK OK OK OK OK

OK OK OK OK OK

OK OK OK OK OK

Placeholder

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NarrativeTechnical Debt

OK OK Will Rewrite Later OK OK

OK OK OK OK OK

OK OK OK OK OK

OK OK OK OK OK

Page 42: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

NarrativeTechnical Debt

OK OK Will Rewrite Later OK OK

OK OK OK OK OK

OK OK OK OK OK

OK OK OK OK OK

Page 43: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

NarrativeTechnical Debt

OK OK Will Rewrite Later OK OK

OK OK OK OK OK

OK OK OK OK OK

OK OK OK OK OK

Page 44: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

NarrativeTechnical Debt

OK OK Will Rewrite Later OK OK

OK OK OK OK OK

OK OK OK OK OK

OK OK OK OK OK

Page 45: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

NarrativeTechnical Debt

OK OK Will Rewrite Later OK OK

OK OK OK OK OK

OK OK OK OK OK

OK OK OK OK OK

??

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1 2 3 4 5 6 7 8 9 0

a b c d e f g h i

j k l m n o p q r

s t u v w x y z

+ - / ? !

Alien Sans

1 2 3 4 5 6 7 8 9 0

a b c d e f g h i

j k l m n o p q r

s t u v w x y z

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Puzzle Design

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Puzzle Types

DIALOGUE PUZZLES

NON-CONTEXTUAL LOGIC PUZZLES

ENVIRONMENTAL PUZZLES

INVENTORY PUZZLES

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Puzzle Dependency Chart

FLY AWAY IN SPACESHIP

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Puzzle Dependency Chart

FIX ENGINE

FLY AWAY IN SPACESHIP

GET NAVIGATION CHARTS

GET ROCKET FUEL

Page 54: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

Puzzle Dependency Chart

FIX ENGINE

FLY AWAY IN SPACESHIP

GET NAVIGATION CHARTS

GET WRENCH

PICK UP SCREWDRIVER

GET ELEPHANT TO MOVE

CATCH MOUSE

GET ROCKET FUEL

Page 55: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

Puzzle Dependency Chart

FIX ENGINE

FLY AWAY IN SPACESHIP

GET NAVIGATION CHARTS

GET WRENCH

PICK UP SCREWDRIVER

GIVE BASEBALL CARD TO NAVIGATOR TINA

GET ROCKET FUEL

GET ELEPHANT TO MOVE

CATCH MOUSE

GET BASEBALL CARD IN EXCHANGE

FIND WEDDING RING

USE METAL DETECTOR WITH GARDEN

RETURN WEDDING RING TO BOB

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ENVIRONMENT CONCEPT ART

PUZZLE SKETCH ON PAPER

Page 57: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

ENVIRONMENT CONCEPT ART

PUZZLE SKETCH ON PAPER

PLACEHOLDER PUZZLE ART

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ENVIRONMENT CONCEPT ART

PUZZLE SKETCH ON PAPER

PLACEHOLDER PUZZLE ART

PROTOTYPE

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ENVIRONMENT CONCEPT ART

PUZZLE SKETCH ON PAPER

PLACEHOLDER PUZZLE ART

PROTOTYPE TESTING

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ENVIRONMENT CONCEPT ART

PUZZLE SKETCH ON PAPER

PLACEHOLDER PUZZLE ART

PROTOTYPE

FINAL ART & CODE

TESTING

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ART!

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2D -vs-

3D -vs-

2D with 3D pipeline

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Pencil & Paper TV Paint Camera

Photoshop PS Scripts

Unity

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Animation process video: http://elroythegame.com/blog/hand-drawn-2d-animation-process-for-elroy/

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Concept Art

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NARRATIVE

CONCEPT ART

LOCATIONS (except non-contextual

puzzles)

PUZZLE DESIGN PROTOTYPE

CHARACTER DESIGN

FINAL ART

Pipeline from art POV

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Animation2d hand-drawn for live characters

skeletal (3d-style) for robots, machines

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AnimationCharacter animation process

(video)

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EnginesUnity

Game Maker Adventure Game Studio

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Unity FrameworksRoll Your Own

-or- Asset Store

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x

yh = hmin + (y-hmin) * k k = (hmax-hmin) / (ymax-ymin)

hmax

hmin

ymin

ymax

ywb

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head diagonal

eyes neutral

pupils neutral

eyebrows neutral

mouth neural “L”

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DevelopmentLip sync

Page 89: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

Preston-Blair Phoneme SetAI – A or I, as in apple, day, hat, happy, rat, act, plait, dive, aisle E – as in egg, free, peach, dream, tree FV – forest, daft, life, fear, very, endeavour L – as in election, alone, elicit, elm, leg, pull MBP – as in embark, bear, best, put, plan, imagine, mad, mine O – as in honk, hot, off, odd, fetlock, exotic, goat U – as in fund, universe, you, runner, jump, fudge, treasure WQ – as in cower, quick, wish, skewer, how etc (C D G J K N R S Y Z) – as in grouch, rod, zoo, kill, car, sheep, pun, dug, jaw, void, roach, lodge rest – used during pauses

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ROUGH SCRIPT

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ROUGH SCRIPT

TEXT-TO-SPEECH

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ROUGH SCRIPT

TEXT-TO-SPEECH

ALPHA

Page 95: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

ROUGH SCRIPT

TEXT-TO-SPEECH

ALPHA

Script Line (Google Docs)

Custom Windows App

Speech API (Text to Speech)

Example.WAV

Example_txt.txt

Example_visemes.txt

Page 96: Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)

ROUGH SCRIPT

TEXT-TO-SPEECH

ALPHA

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ROUGH SCRIPT

TEXT-TO-SPEECH

ALPHA

FINAL SCRIPT

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ROUGH SCRIPT

TEXT-TO-SPEECH

ALPHA

VOICE ACTINGFINAL SCRIPT

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ROUGH SCRIPT

TEXT-TO-SPEECH

ALPHA

VOICE ACTING

SPEECH RECOGNITION

FINAL SCRIPT

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ROUGH SCRIPT

TEXT-TO-SPEECH

ALPHA

VOICE ACTING

SPEECH RECOGNITION

MANUAL FIXES *

FINAL SCRIPT

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ROUGH SCRIPT

TEXT-TO-SPEECH

ALPHA

VOICE ACTING

SPEECH RECOGNITION

BETA

MANUAL FIXES *

FINAL SCRIPT

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Hint SystemsThe door is locked. Hm, maybe I can

find a key somewhere?

implicit hint system = BEST

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Voice Recording

Native speakers

Different sources ($): (!) Similar equipment

(!) Similar environment

-or-

Professional studio ($-$$)

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SFXPlaceholders

Licensed sounds Custom-made sfx

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AudioMusic + levels + mood

SCUMM (LucasArts), small number of themes, variations based on context

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@tadej

@elroythegame

www.elroythegame.com