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Solving the Design Puzzle From Management to Execution Alexandre Mandryka gamewhispering.com
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Solving the Design Puzzle From Management to Execution

Feb 25, 2016

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Solving the Design Puzzle From Management to Execution. Alexandre Mandryka gamewhispering.com. Who’s this guy?. Born in Paris Trained in biology Worked for 5 years in France. Moved to Canada in 2005 Studio level positions at Ubisoft and Relic. The Thesis. - PowerPoint PPT Presentation
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Page 1: Solving the Design Puzzle From Management to Execution

Solving the Design PuzzleFrom Management to Execution

Alexandre Mandrykagamewhispering.com

Page 2: Solving the Design Puzzle From Management to Execution

Who’s this guy?

Born in ParisTrained in biologyWorked for 5 years in France

Moved to Canada in 2005Studio level positions at Ubisoft and Relic

Page 3: Solving the Design Puzzle From Management to Execution

The Thesis

We are playing a huge stakes game without mastering one of its core pillars

Page 4: Solving the Design Puzzle From Management to Execution

Design?

• Each discipline executes on the vision

• Design is just one of them ...

• Different roles can be held by same people

• But beware!

Vision

Game

Features Features

Coding Design

Features

Art

Creative direction

Design(different types)

Page 5: Solving the Design Puzzle From Management to Execution
Page 6: Solving the Design Puzzle From Management to Execution

Invention of Cinema Sons of a photographic plate makerInventors and engineers

Inspired by Thomas Edison

Created a camera/projector“Le cinematographe” (1894)

Louis and Auguste Lumiere

Page 7: Solving the Design Puzzle From Management to Execution

Reverse angle shots (1911)

First celluloid film (1888)

Film continuity

Scope effect

Gradually developing a vocabularyand a grammar

About 25 years to get there

Page 8: Solving the Design Puzzle From Management to Execution

Media evolution

?

The essence of the video game medium is still being to be explored

Page 9: Solving the Design Puzzle From Management to Execution

How did Movies gained specificity?

• Shared expertise with literature and theater

• But also specific technical area– Lighting– Photography– Cinematography

• Academic study• Only a mastered technique can

be expressive

Page 10: Solving the Design Puzzle From Management to Execution

What is the path for games?

• Shared expertise with literature cinema and digital arts

• But also specific technical area– 3D– Engineering– Programming– Design

• Academic study for most• Except design ...

Page 11: Solving the Design Puzzle From Management to Execution
Page 12: Solving the Design Puzzle From Management to Execution

“Every story has been told”

Stanley Kubrick Joseph Campbell

Page 13: Solving the Design Puzzle From Management to Execution

Tristan and Isolde

XIIth century

Lancelot and Guinevere

Page 14: Solving the Design Puzzle From Management to Execution
Page 15: Solving the Design Puzzle From Management to Execution

In games No unnecessary risk

Different consideration in stories

Page 16: Solving the Design Puzzle From Management to Execution

AgonConfrontationBe the bestBe in controlSeek challengeVictory

AleaAccept fateRelinquish controlEmbrace chancePassivityHope

MimicryImaginationPlay a roleExplore a consistentinventionMake believe

IlinxDestroy the stability of perceptionVertigoOn the brink of loosing controlExplore your limits

All of these require action

Four core game pleasure types

Roger Caillois

Page 17: Solving the Design Puzzle From Management to Execution

Movies-Games comparison

Movies• Technical birth• Slow maturation• Allowed theorization• Close from literature• Empathy is the vector

Video games• Technical birth• Ultra quick growth• Limited academic support• Singular medium• Interactivity is the vector

En Pathos

In Feeling

Passive medium Active medium

Page 18: Solving the Design Puzzle From Management to Execution

MANAGING DESIGNERS

MotivationCareer ProgressionCreative Management

Page 19: Solving the Design Puzzle From Management to Execution

My understanding of management

EvaluateTrainMotivateAssign tasksTeamwork

Creative workNeed to feel safe to take risks

Competency

Autonomy

Purpose

Intrinsic needs

(Works for games too)

About skills

Page 20: Solving the Design Puzzle From Management to Execution

What are the skills of a designer?

• No shared understanding• No one gets it– Not your family– Not your boss– Not yourself, at least not me

Competency

Page 21: Solving the Design Puzzle From Management to Execution

What academia offers

Page 22: Solving the Design Puzzle From Management to Execution
Page 23: Solving the Design Puzzle From Management to Execution

You enjoy driving cars?

Become a mechanical

engineer and do what you

love!

Page 24: Solving the Design Puzzle From Management to Execution

Design skills – Game Design• System design: AI, economy, game rules Logic, mathematics, probabilities

• Interaction design: Controls, interfaces, feedback

Ergonomics, biomechanics, cybernetics

• Motivation design: Learning, reward, difficulty Psychology, learning theory, motivation theory

Page 25: Solving the Design Puzzle From Management to Execution

Design skills – Level Design• Gameplay implementation: Challenge

creation, obstacles meet abilities Analysis of game’s core challenge

• Environment creation: Building spaces to naturally draw the player through

3D engines and tools, architecture, landscaping

• Theatrics: Environmental storytelling, mood setting

Staging, cinematography techniques

Page 26: Solving the Design Puzzle From Management to Execution

Design skills – Narrative Design• Writing: Dialogue/screenplay, prose Literature, creative writing

• Narrative Interface Design: Designing methods to convey story to the player

Media studies, media psychology, communication

• Player-Centric Plotting: Engaging the player as protagonist - Don’t tell, don’t show, let me play it!

Psychology? Literature theory?+ Method Acting

Page 27: Solving the Design Puzzle From Management to Execution

How to select schools• Focus on theoretical training • Be wary of making full games

Production focus or implementation

Vision

Game

Coding DesignArt

Pr. Moriartyand his Perlenspiel

Not design

design

• Media and their users• Communication, design and aesthetic• Interfaces and scriptwriting• Architecture and urbanism• ...

Page 28: Solving the Design Puzzle From Management to Execution

Academic background in games

• Free to play monetisation – Analysts & Economists Establishing a better metric that “Fun”

Ph.D.combinatorial mathematics

Dr Eyjolfur GudmundssonLead Economist at CCP

Amy Jo Kimbehavioral neuroscience Ph.D.

Page 29: Solving the Design Puzzle From Management to Execution

Creativity

• Being creative?

Autonomy

Artists Programmers Designers Managers

NOT

Creativity is aimed downwardsFind the most adapted solution to problems

Page 30: Solving the Design Puzzle From Management to Execution

Tale of a micromanaging structure

• “Why do you like him as a lead designer?”• “Because he’s fast”• “But would you want your lead programmer

to be fast?”• “Hmmmmm …” Design was considered as implementation

onlyLead Game Designer

Page 31: Solving the Design Puzzle From Management to Execution

FunctionFunction

Creative Process

• Needed for each discipline• Different steps require

different skills and level of experience

• You want expertise at each level

• Respect each level as a black box

Autonomy black box

Intention

Function

Solution

Feature

Functional requirement

Analysis

Implementation

Page 32: Solving the Design Puzzle From Management to Execution

A mix of things

• Required for Creativity Self-esteem Respect of others Respect from other

• Establish the design specialties• Establish the related skills• Responsibilities / Black box• Ensure proper processes and collaboration

Purpose

Malsow’s hierarchy of needs

Page 33: Solving the Design Puzzle From Management to Execution

Last word on creative management

• “Think out of the box”

• So go watch:

Monday Tuesday Wednesday Thursday Friday

Ideas 4 4 4 4 8

David Rock

Page 34: Solving the Design Puzzle From Management to Execution

UNDERSTANDING DESIGNEradicate the Fun

Page 35: Solving the Design Puzzle From Management to Execution

The ‘fun’

• This is design’s metric• It’s totally broken• It doesn’t fly with other disciplines• We’re confused between the fun of playing

and the fun of creating games• It is vague, inefficient and so risky to use!

Page 36: Solving the Design Puzzle From Management to Execution

Designing with the ‘coolness’ principle

Idea

IdeaIdea

IdeaIdeaCool

Cool

Cool

Cool

Idea

Cool

Cool

We have it!

Page 37: Solving the Design Puzzle From Management to Execution

CoolSwell

LOL

Fun

U MAD BRO?

LOLLOL

LOL

Backlog

Page 38: Solving the Design Puzzle From Management to Execution

Make the game more exciting for fans

Functional requirement

More goals More speed Maintain skill

Page 39: Solving the Design Puzzle From Management to Execution

Game VS Toy

Rules, what you can, or can’t doWinning/Loosing conditions

Nothing is forbiddenEverything is allowed

Þ Investigate the relationship between rules and player strategies

Page 40: Solving the Design Puzzle From Management to Execution

Rules VS Player strategies

Page 41: Solving the Design Puzzle From Management to Execution

No Rules Þ Dominant strategies

Ground pound

Knock out punch

Submission

Page 42: Solving the Design Puzzle From Management to Execution

Limit player efficiency to allow different styles to be viable

The intention:Boxing is “the noble art”

Page 43: Solving the Design Puzzle From Management to Execution

2 kinds of rules

Touchdown: When any part of the ball, legally in possession of a player inbounds, breaks the plane of the opponent’s goal line, provided it is not a touchback.

Direct rules – How to win (Optimal strategy) Indirect rules – Limit unwanted dominantstrategies

Upkeep system

Rested XP

Page 44: Solving the Design Puzzle From Management to Execution

What if there’s no offside?

What is the effect on optimal strategy?

Page 45: Solving the Design Puzzle From Management to Execution

Offside

Because we want midfield play to be relevant

Page 46: Solving the Design Puzzle From Management to Execution

What is the effect of Offside?

Þ Makes Hockey a contact sport

Page 47: Solving the Design Puzzle From Management to Execution

Sum of 4 runs

Intended experiencePrecisionThe most regular winsControlled risk

Page 48: Solving the Design Puzzle From Management to Execution

Intended experienceFearlessThe most outrageous wins

Best of 2 runs

Page 49: Solving the Design Puzzle From Management to Execution
Page 50: Solving the Design Puzzle From Management to Execution

Halo’s 30 seconds of fun

accuracyEngagement Enemy killed

Out of ammo

Player ChoiceReload

Grenade

Melee

average

good

Page 51: Solving the Design Puzzle From Management to Execution

Understanding design

• “The fun” is a lie• Design is a second order problem• You don’t control the player• Based on intention– Encourage the behaviors you want– Discourage those you don’t

ÞThink in terms of optimal strategy

Page 52: Solving the Design Puzzle From Management to Execution

Last word

• Yale graduate in literature

• Looks like Robert Redford

• Acting method can help us

• Not for storytelling

• But for gameplayJeffrey Yohalem

Page 53: Solving the Design Puzzle From Management to Execution

MERCI !!!

Alexandre [email protected]

gamewhispering.com