What I found out about this was not only about AMAZING level design (pacing, flow, guidance,difficulty) but paid more attention to the sounds of the game. In the first level where Gordon is in the apartment building and Civil Protection(CP) is basically raiding the building and taking everyone out, I can hear footsteps on wood, clanking of dishes, CP vehicles driving back and forth on the streets below, leaky pipes, birds, wind, and Dr. Breen addressing a letter from a Concerned Citizen. It was perfect. I felt like I was in this building, I felt the bad vibes of the whole deal. I was immersed entirely.
Where do you play games the most?
Sunday, October 18, 2009
Audio In Games : Taken for granted
What I found out about this was not only about AMAZING level design (pacing, flow, guidance,difficulty) but paid more attention to the sounds of the game. In the first level where Gordon is in the apartment building and Civil Protection(CP) is basically raiding the building and taking everyone out, I can hear footsteps on wood, clanking of dishes, CP vehicles driving back and forth on the streets below, leaky pipes, birds, wind, and Dr. Breen addressing a letter from a Concerned Citizen. It was perfect. I felt like I was in this building, I felt the bad vibes of the whole deal. I was immersed entirely.
Monday, August 31, 2009
D.I.Y. Game Mechanics by Introversion
Sunday, August 30, 2009
Procedurally Generated Cities
Saturday, August 29, 2009
Social Network Games : New Grounds For Experimental Gaming
Thursday, August 27, 2009
Voltron! The Multiplayer Game... how would it work?
How would you design a game to handle a combining robot, in the style of the combining robots from Transformers, Power Rangers, etc.?
I'm curious about how this issue could be handled, seeing as I've always been a fan of robots and co-op games since I was a child. I always loved watching as the Constructicons would combine to form Devestator or the Dinozords would combine to form the Megazord or even better, the Mighty Orbots combining into Mighty Orbot, but this brings up an interesting dilemma in game design: Who the heck gets to control the robot?!
For those who've never watched Transformers, Power Rangers, Mighty Orbots or other similar shows, I'll give you a brief rundown of what happens. Enemy Robot/Monster/Asteroid appears in town, and the heroes each have or are a robot of some sort that can combine into a single powerful robot that has far superior power and usually defeats the enemy in a single attack, (totally disappointing the kids who were hoping for an epic battle, but lets not bring up too many sad memories) and then they separate and go home. Of course, in some cases, the battles do last a while and can sometimes be pretty exciting. I'm looking for designing for the latter, where the players get some satisfaction of defeating the enemy.
Let's assume that this is an online/lan game so each player has his/her own view of the game. So, you've got the task of taking a 5-part robot, and splitting the gameplay elements between each player who controls each part. I've chosen a 5-part robot because that is the most common combining style I'm aware of, but I've seen some shows with 10 or more parts. 4 of the robots transform into a limb, while the fifth into a head and torso. Now, you combine into your giant robot and are about to battle the enemy monster, so who gets to drive?
There are a couple of ways I see to take care of this, each with drawbacks and advantages.
1) One person takes full control of the robot: The main advantage to this is that there's no splitting of gameplay between players, so the person controlling the robot gets the satisfaction of beating the badguy while the others watch. The disadvantage is that only one person actually plays this part of the game while the others watch. Sure they can comment, or give suggestions, but who wants to watch someone win the game you're playing without some real help from you. You can always rotate pilots though if you wanted, perhaps having 2 combining modes, 1 where you are a limb, the other where you are a torso. I'm not sure I'd enjoy this too much.
2) 1 person controls the walking, 1 person controls the fists, 1 person controls the weapons, remaining 2 keep the power up. This gives everyone a task to do, and an interesting approach to teamwork. 1 person controls the legs, so he/she controls if the robot moves anywhere, and if it jumps or flies around. The next person controls the fists, so if the enemy is nearby, they get to do any punching or swordplay that happens to occur. Another person controls the ranged weapons of the robot, so if the robot has a gun or laser cannons in his chest or some other form of ranged weapon, he'd be in charge of that. Finally the remaining 2 might have a puzzle pirates type role where they have to play mini-games to keep the robot powered or armed. They would all need voice-chat I'd imagine, and someone would have to be in charge of what actions to take. The main advantage I see to this approach is the emphasis on teamwork and communications to maximize the potential of the robots powers. The disadvantage I see is if someone on the team doesn't co-operate then chances are that the team will lose the game.
I think any combining robot games would have to emphasize teamwork and communication skills over solitary ones. Any thoughts?
On #1 - If one person were to command the robot, it would be a total bummer on the rest of the team since they do not get to participate in the action.
On #2 - This is more complicated and needs to be balanced well. For a five part unit I was thinking.
Pilot:
One guy is the robots movement from a 3rd person perspective over the shoulder style, this includes legs and arm motion and jumping and boosters and all things motion. If this was like a fighting robot game then he would execute the combat moves and combos or what not.
Left Shoulder Turret:
One guy is in a turret first person view that is sort of like a ball socket and can rotate 180-270 degrees to from the front to back defending the robot from rear attacks and frontal attacks; perhaps an army of tiny infantry or tanks harass the player while they fight the BIG main guy. The drawback is that he can only defend part of the front, part of the left and part of the back.
Right Shoulder Turret:
Same as the left shoulder turret but on the right. These two are the main defenders for the robot.
Intel / Commander / Tactician:
This guy basically has a view of the battlefield and can have pivotal 3rd person view of the robot. His task is to delegate targets of interest or importance since the main guy cannot view behind him and the two shoulder mounts are frantically defending in all directions. This way there is a person who isn't going nuts fighting and can calmly direct the flow of the battle field. He can set targets for individual parts such as left arm on the tank turret and pilot to the main base and the other players would see on their screen where they should shoot (in case of indirect fire and firing while moving) kind of like in Tribes 2 when they had the laser pointer or in Freelancer moving target reticule.
Engineer:
Someone needs to keep track of the health and status of all the gadgets the robot has. This guy basically has an overview of all the tech in robot and how they are keeping up. He has a main "ENERGY" bar he can distribute throughout the robot, and depending on what needs to be done he can pump it full of energy to make a bonus damage with high critical hit chance, or redirect everything to shields while they make a retreat to safer ground. He also has a side task for repairing the robot so he sends out little flying droids to pick up scraps that will be used to repair the robot. The commander player would also help point out large stock piles of scraps so to direct the droids.
Overall i think this could work out well. But definitely needs constant communication with all members. Perhaps if not all 5 members are available, the AI could take over or a player would take on more than one role. More balancing would be required for different number of team members. But I do enjoy where you went with this and It could possibly make for a great team vs team experience. I can picture two massive robots fighting in a DOTA-esque environment where tons of enemies are thrown at you and you must take out the other players robot, or base , or whatever. This could even work for a space robot game or spaceship game. Very interesting idea!
probably should start sketching concepts and gameplay mechanics. haha!
New Flock-ing Browser
AAA Game Jobs - How to Prepare Yourself
Your portfolio sells you in the first 15 seconds. This needs to be your BEST work and when I mean best, I mean something you would cry about if it ever got deleted because of how f#$% AMAZING it was.
Some tips for artist that I've come across on are : show your strengths. If you are good at characters and not environments, show your BEST characters. If you do animations , show that. Another good tip was to know what kind of style the company does more or less. For example : Rockstar Games make realistic looking worlds and if your art is stylized and cutesy then it just isn't gonna fly! You need to tailor your portfolio to the studios best interest and style. So if you think the work you did in school is gonna cut it, you're highly mistaken! If you are looking for that dream job then prepare some time to create new content for your portfolio that will awe and bedazzle your employer!
As for programming portfolios, the big thing is clean, cohesive, and disciplined code, so follow good coding standards and be consistent. AND COMMENT YOUR CODE RAWR RAWR RAWR ! Dont forget to comment your code well so that the people reading it don't get frustrated trying to figure out what the hell you just wrote and then toss it aside as some amateur attempt at wasting their time. The demo/project you show off does not have to do anything with what the company does so don't worry too much on that. But do show off your best work, whatever that may be, it most likely should be a side project that you have worked on with your friends or by yourself or a school project that you have extended to do much more than what it was intended for - still following cohesion. You dont want to show a tile editor that can also play pong for it doesn't make sense whatsoever. If you did work in a team make sure you HONESTLY detail what you did work on and reflect that in your header comments.
For designers... it's a bit more difficult.
Once you have your portfolio set up , glimmering nicely and proudly, you must find a place to host your work. Spend some time on spiffing up an online blog or webpage. Google offers free hosting and so does many other sites like blogspot and other blogging webpages. Sites like Wix offer amazing flash designs and even let you customize your own flash page to spiff up your portfolio a bit and make it stand out. Just don't get to wild, too many buttons and levers can confuse anyone. Make it simple and to the point. And make more than just one depending on what kind of job you are marketing for.
Your Resume or Curriculum Vitae (CV)* don't
If you are a noob, this is going to prove it... but be ashamed to put in what you worked on over the years in school. You did in fact work hard on them and should feel comfortable in detailing the things you did in your school projects.
Problem is, this is a AAA job. So if all you have is school projects you don't show passion for what you're doing. So send off what you have now so as to make contact with your employer but make sure to keep doing what you love and write down all your side projects on your resume. Even if you have things in the works , just write them down and remember to date them. Note : Do finish your projects, nothing frightens an employer more than a lack of commitment to work and a half finished project is just that. So don't jump from project to project tell yourself "I'll get to that when I have more time" and convincing yourself that you have a new better idea you want to flesh out.. it's going to be a terrible cycle that will never end. In situations like that, just write down an idea and where you want to go with it and resume the project you were working on.
Research your job. See what you are going to be working on and try to formulate your resume in such a way to reflect that. The more you research the easier the interview will be and the faster you will connect to the employer, elevating your chances of getting hired.
Failure
I REPEAT: NEVER STOP LEARNING!! Always stay in the loop and up to date. Keep researching new topics and learn what the industry is doing.
Network
In an industry where everyone knows each other, it's best to be nice. So be on your best behavior and be cool. Play it strait. Don't be the prick who stinks (literally). You will find yourself climbing the food chain faster and faster by getting recommendations and offers from people who like you. Keep phone numbers of colleagues who have potential in getting hired and stay keep in touch regularly by sending an email or two or a facebook poke... whatever your fancy is. Social sites help this process by making it easy to stay connected and respectable sites such as LinkedIN allow an even more professional networking experience. Just watch out for those drunk images of you passing out in the corner holding a bottle of Jagger in one hand and a pink flaming lawn ornament in the other getting out on the internet. Keep those things on the DL (that's down low for you less hip folk).
Network the shit out of yourself...seriously its the best thing you can do. Random stuff happens in life and what better than your best buddy getting hired as the lead of a team and needing teammates to hire. Network, Network**, NETWORK RAWR RAWR!
So in conclusion, I realize these "few things" really meant lots of little details and determination. Once you follow these steps, you should be on your way in working on a AAA title making mega money and having a somewhat secure job... at least if you get laid off you have something to put on your resume!
Wednesday, August 26, 2009
Game Design Challenge : The Letter
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Game Design Challenge: The Letter
- Christian Nutt
Every other Wednesday we'll present you with a challenge about developing video games. You'll have two weeks to brainstorm a brilliant solution (see below for how to submit your answers). After the two week submission period elapses, the best answers and the names of those who submitted them will be posted, along with some commentary.
The Challenge
Come up with a concept for the game The Letter.
Assignment Details
Though paper letters aren't such a big part of our lives anymore, they were once of tremendous significance. Email, Twitter, blogs, instant messaging, cell phones, and Facebook have all drawn us closer, but there was a time when momentous information would come in a letter; information that could change the course of someone's life.
This design challenge deals with such a letter.
You will design a game called The Letter which opens with the main character receiving a very significant letter. What's the content of the letter? Where does he or she go from there? That's up to you. Setting, content, genre -- those are the decisions you will make. The only restriction is that your game's story must begin with the protagonist receiving a letter.
It worked for Silent Hill 2, didn't it?
To Submit
Work on your ideas, figure out your strategy for coming up with a solution, and ask questions on the forum. When your submission is complete, send it to gamedesignchallenge@gamecareerguide.com with the subject line "Design Challenge: The Letter." Please type your answer directly in the email body.
Submissions should be no more than 500 words and may contain up to three images. Be sure to include your full name and school affiliation or job title.
Entries must be submitted by Wednesday, August 26
Results will be posted Tuesday, September 1
Here's my entry.
Name : James Gonzalez
Job : Seeking
The Rift
The game has 3 chapters with 1 character for each chapter: 1st a thief, 2nd an archeologist, 3rd an Orion Agent, each receiving part of the same letter. Each piece contains markings and symbols that eventually when connected reveal a map and instructions to devices around the world that will open rifts to other dimensions (but the characters don’t know this). The corporation is called “Orion Corp” and they develop all the leading technology of the present day. Their main goal is to obtain the three pieces and receive its power. They currently hold one piece.
The game is in a top down view and room based much like the old school game PC “Yoda Stories” and “Indiana Jones : Desktop Adventures” but in 3D like in “Shadowgrounds.” The player can interact with the environment and most objects such as grabbing and pulling boxes and operate buttons and consoles.
(Sources: Thief, Indiana Jones, Agent Smith)
1st character: Thief. In this chapter the player focuses on sneaking. The player robs an old mansion turned museum that used to belong to an explorer. When the player robs the vault, while avoiding security patrols and laser defenses by clever gadgets such as mirrors and smoke bombs, he finds a piece of the letter. As he escapes, the alarms turn on and he must make a mad dash to the exit while avoiding getting caught by guards.
2nd character: Archeologist. The archeologist player focuses on puzzle solving (Goof Troop), trying to figure out how to open ancient Egyptian doors with all sorts of levers and floor weights. Eventually the player finds the 2nd piece to the letter and is self propelled on the quest to finding the device which he thinks is inside the very structure he is excavating. This leads him through more difficult traps involving sequenced floor weights that need to be pressed in a specific order (and different tools to cross gaps and ledges, such as grappling hooks to swing across bottomless pits.
3rd character: Orion Agent. The Orion player focuses on puzzle solving and sneaking around. He must sneak around the compound and find the letters by stealing passcards and ID badges to go into restricted levels of the base. Some puzzles involve hacking computers like “Fallout 3” but more simplified and opening a 3-step door with buttons that control 2 doors and some that control 1 (randomizing each time the game is run)
Eventually the Agent gets in contact with the other two members and head to Egypt. They merge the pieces together, the archeologist reads it with the help of the Orion agent and the thief stumbles upon the very device they were looking for. In the end the archeologist realizes the Agent wants to destroy it takes it upon himself to activate the device and starts the devices opening the rift. It ends with the pyramids shooting a beam of light into space.
(sources: Goof Troop, Yoda Stories)