GDC China 2012
GDC China 2012:MDA
Sissy fight
mechanics: how to play, rule
Dynamic : game circle- equal to scourge
Aesthetics : what is interesting part. fellowship, challenge(tactics, problem solving), narrative (drama)
Playtesting and metrics: getting the most out of your usability testing
Testing
In a week recruit player outside
Testing
Learn what are player doing.
Why players do things
Player feeling
Isolate player
Designer/producer behind them.
Datalogging
Significant - record status -upload to db ex: player dead
In testing phase
100% record
In release
10%
Benefit:
Find game imbalance
Find Economic imbalance
Find excessive high failure are
Find weapon imbalance
Drawback
Communication with design
Give designer direct access
Rapid reporting
Data analysis is time consuming
Technical concerns on post release
- sampling rate
-massive amount
-storage capability
-analysis time
Data logging works best with a single programmer.
Verify QA has adequate time
Rely on player
Real time survey modification :survey monkey
Data overload
Tableau: visualization software
EA: the business of art production - 7 critical precepts
Scanning zbrush
Character : dns mapping light map, reflection map
average 5 artists in one game
Manage artists
1. Clarity
Should only one target
Reference can plentiful, not target
If possible visual target should put in the game
2. Iteration
Speed? As fast as your can think
Fast enough to visual explore
Safe enough to allow experiment
Not require other to initiate
3. Feedback
Usual, consumer, peers
Timeline: concept phase (12weeks
Preproduction 7month), entering production. Per-alpha.
Feedback should be early and frequent
4. Standards
Head1.0, head2.0
One format convert to many platform. Format, method, vocabulary
5. Pipeline
上海, 印度,奧蘭多,溫哥華。
Maya.
Pipeline compete
Don't just build by your own
Confirm everything is down before outsourcing
6.orgniaztion
Need smooth communication
7.sevices
If you hire smart people, he want to do everything, we should let service provider or expert do. Capture team in Vancouver, 2 motion capture,80 cameras
Ubisoft Shanghai start to develop mobile platform, stop the relation with Gameloft.
Production value:
Story, atmosphere, character, unique flavor, epic moment, rewards, buzz, polish
Receive professional playtesting report
It is easier to hand over iPhone to somebody.
Agile but Scrum
Pipeline: See modification without waiting anyone
Version checking, and would download through wifi.
Production: First playable presentation in keeping the practice of designing the core game play.
1st 30min player experience
Validation: something playable every 2 weeks at least.
Stages
Concept
Preproduction
Production
Launch/soft launch
Post launch
Concept: prototype, know the game engine
Preproduction: focus on control, camera / character , sign and feedback.
Insist reviewable version everyday
Real data driven at least 2 core feature
Never believe a feature will be be polish / graphics / fps will be better in last month
Production/soft launch
Priority and ready cut functions
Mobile project: motivation
Clear objective
Everybody understand and agree
Build the communication, everybody contribute their idea on game design.
Small steps in the dark, embracing the continuous prototyping
Prototype: an interactive experiment
Conventional prototype: 2-24 weeks, help understand the game , demo and video
Jamestown
21 m dev
3 full time developer
Custom engine 5 month using Flash
Purpose of prototype
- fiill the gap of kinwledge
- destruct magic trick
- camera , weapon, pacing
One code base to every platform
Prototype outcomes
Unified vision and concept
Porting to new engine in 2 weeks
Survived many algo and design
The problem?
Problems keep appearing, even after 2-24 weeks
Too many assumptions
Prototype should be continue
When you innovate, new unexpected question will show up
The hardcore game rising
Cmune: investor Skype, rovio
7m registered
1.3 MAU
5 lessons in 5yrs(from 5 people)
1. Listen your mind, console game is big market
FPS multi billion game genre
1/4 are fps in Facebook game
2. Never underestimate new platform
3. Never underestimate the complexity to do cross platform games
Keep learning: your client 20 people
Unity difficult to master, easy to prototype. Plugin install experience can be optimized. Content release is a part of growing a game
Invest your the worth community.
Prediction: 1,.core gaming will be top grossing on web/social
2. Immersive console like game
3. Cross platform
4. New leaders from Asia/china
5.game as service will allow global communities to connect, learn and create
iOS / android Facebook maybe decrease more and more user. Wanna transform from pc play to web to mobile. Facebook wanna provide more support because many user leave from here.
The last 10%- from naughty dog
Polish: Remove, find affect
-Gameplay related issues
-Presentation issue
-fix we tend to statue quo
Shoot for perfect
Schedule
Per production production alpha beta gold
Allocate 20-25% to polish in schedule.
Rapid iteration
Aim a pipeline with fast iteration time
Direct communication with people.
Don't assume it will get fix with an email .
Encourage Collaborative
Don't fear change
Rolling deadlines:
Too many overlap,
Tiered approvals
Multiple people must approve as you go
A high level person looking for polish daily
Balance polish vs time
Understand what to look for
Htm5
Focus social : pvp, social cooperation
9 yrs
Html5 games market
Did casual game and get success
1-day retention >30%
Draw something like get 1M users
Game IV
1.complex layered strategy /optimization
2. Monetization
Speed up not energy
More resource / units more revenue
Update
HTML 5 always keep up to date
Native app do not that will affect balance
3. Social
Really social pvp trading chatting
Sending resource
Pvp in focus
Hattrick - soccer manager game
Time sensitivity
PVP cross platform can
HTML5
Enable fast prototype
6.passion required
@henricgames
The iteration treadmill
Productivity
Time lost waiting for builds
Quality
More tweaking
Asset testing in game
Ambition goal
See change immediately
No cheating
Target hardware+ target frame rate
Fast games. Fast workflow
Work in smaller chunk, resource be compiled separately, and upload runtime.
Running game listen on tcp/ip port
Message are JSON
Issues
Deploy to console
File transfer not adapted for sub second upload
Sol: a file server on PC-console load app files from here
big resource:
Compile slowly
Separate them
Slow resource
Light map, navmeah
Separate baking from compiler
Reload code
C++ tool support reload exe
A compiler database
Shader depends on another shader.
Store information from pervious .
Check binary version, if mismatch recompile
調叫三國
Android earn more money than iOS .
You can earn 200-300w rmb/m in Android
One key register
Login via sns: QQ, 微博
Uncharted 3 effects
2005 in naughty dog
Scheme based macro language
Uberabader
Process split btw ppu spu
Complexity in ppu and than in spu
New system iteration time
- fast iteration == more effect
Shader flexible
100% asynchronous spu
DC data compiler
Particle - dc data - DC - network - engine - display
Noodler shader editing
Vertex frontend define input attribute
Output into ex: normal
Each node are cg function
Automatically split into vs &fs
Automatic space conversation
Made artist manage their cycle
need programmer help artist
Spawner
Charter
Water: use to follow surface move
Gpu cycle is limited for particle
Less particle but more process form one particle
Preupdate: sort collision
Update:
Cull:
Build geometry
Sort
Render list
Use byte code: 16 vector register, create and update
Cull build geom
Cull view frustum
Sorting
Spawn order good than distance sort, sort for emitter set
Reverse spawn sort
Want to run on all spus
Don't want to have ppu
Sand
Deform surface
Animate the deformation
Match lighting with background
Sample depth buffer to particle space, and than will project on the sand
Ztest disable cull front face
Transform world to particle
Add wpos and invScale factor to vertex shader
U3 use partially deferred rendering
Use stencil value to avoid drawing on FG
@Candance_Walker
Sissy fight
mechanics: how to play, rule
Dynamic : game circle- equal to scourge
Aesthetics : what is interesting part. fellowship, challenge(tactics, problem solving), narrative (drama)
Playtesting and metrics: getting the most out of your usability testing
Testing
In a week recruit player outside
Testing
Learn what are player doing.
Why players do things
Player feeling
Isolate player
Designer/producer behind them.
Datalogging
Significant - record status -upload to db ex: player dead
In testing phase
100% record
In release
10%
Benefit:
Find game imbalance
Find Economic imbalance
Find excessive high failure are
Find weapon imbalance
Drawback
Communication with design
Give designer direct access
Rapid reporting
Data analysis is time consuming
Technical concerns on post release
- sampling rate
-massive amount
-storage capability
-analysis time
Data logging works best with a single programmer.
Verify QA has adequate time
Rely on player
Real time survey modification :survey monkey
Data overload
Tableau: visualization software
EA: the business of art production - 7 critical precepts
Scanning zbrush
Character : dns mapping light map, reflection map
average 5 artists in one game
Manage artists
1. Clarity
Should only one target
Reference can plentiful, not target
If possible visual target should put in the game
2. Iteration
Speed? As fast as your can think
Fast enough to visual explore
Safe enough to allow experiment
Not require other to initiate
3. Feedback
Usual, consumer, peers
Timeline: concept phase (12weeks
Preproduction 7month), entering production. Per-alpha.
Feedback should be early and frequent
4. Standards
Head1.0, head2.0
One format convert to many platform. Format, method, vocabulary
5. Pipeline
上海, 印度,奧蘭多,溫哥華。
Maya.
Pipeline compete
Don't just build by your own
Confirm everything is down before outsourcing
6.orgniaztion
Need smooth communication
7.sevices
If you hire smart people, he want to do everything, we should let service provider or expert do. Capture team in Vancouver, 2 motion capture,80 cameras
Ubisoft Shanghai start to develop mobile platform, stop the relation with Gameloft.
Production value:
Story, atmosphere, character, unique flavor, epic moment, rewards, buzz, polish
Receive professional playtesting report
It is easier to hand over iPhone to somebody.
Agile but Scrum
Pipeline: See modification without waiting anyone
Version checking, and would download through wifi.
Production: First playable presentation in keeping the practice of designing the core game play.
1st 30min player experience
Validation: something playable every 2 weeks at least.
Stages
Concept
Preproduction
Production
Launch/soft launch
Post launch
Concept: prototype, know the game engine
Preproduction: focus on control, camera / character , sign and feedback.
Insist reviewable version everyday
Real data driven at least 2 core feature
Never believe a feature will be be polish / graphics / fps will be better in last month
Production/soft launch
Priority and ready cut functions
Mobile project: motivation
Clear objective
Everybody understand and agree
Build the communication, everybody contribute their idea on game design.
Small steps in the dark, embracing the continuous prototyping
Prototype: an interactive experiment
Conventional prototype: 2-24 weeks, help understand the game , demo and video
Jamestown
21 m dev
3 full time developer
Custom engine 5 month using Flash
Purpose of prototype
- fiill the gap of kinwledge
- destruct magic trick
- camera , weapon, pacing
One code base to every platform
Prototype outcomes
Unified vision and concept
Porting to new engine in 2 weeks
Survived many algo and design
The problem?
Problems keep appearing, even after 2-24 weeks
Too many assumptions
Prototype should be continue
When you innovate, new unexpected question will show up
The hardcore game rising
Cmune: investor Skype, rovio
7m registered
1.3 MAU
5 lessons in 5yrs(from 5 people)
1. Listen your mind, console game is big market
FPS multi billion game genre
1/4 are fps in Facebook game
2. Never underestimate new platform
3. Never underestimate the complexity to do cross platform games
Keep learning: your client 20 people
Unity difficult to master, easy to prototype. Plugin install experience can be optimized. Content release is a part of growing a game
Invest your the worth community.
Prediction: 1,.core gaming will be top grossing on web/social
2. Immersive console like game
3. Cross platform
4. New leaders from Asia/china
5.game as service will allow global communities to connect, learn and create
iOS / android Facebook maybe decrease more and more user. Wanna transform from pc play to web to mobile. Facebook wanna provide more support because many user leave from here.
The last 10%- from naughty dog
Polish: Remove, find affect
-Gameplay related issues
-Presentation issue
-fix we tend to statue quo
Shoot for perfect
Schedule
Per production production alpha beta gold
Allocate 20-25% to polish in schedule.
Rapid iteration
Aim a pipeline with fast iteration time
Direct communication with people.
Don't assume it will get fix with an email .
Encourage Collaborative
Don't fear change
Rolling deadlines:
Too many overlap,
Tiered approvals
Multiple people must approve as you go
A high level person looking for polish daily
Balance polish vs time
Understand what to look for
Htm5
Focus social : pvp, social cooperation
9 yrs
Html5 games market
Did casual game and get success
1-day retention >30%
Draw something like get 1M users
Game IV
1.complex layered strategy /optimization
2. Monetization
Speed up not energy
More resource / units more revenue
Update
HTML 5 always keep up to date
Native app do not that will affect balance
3. Social
Really social pvp trading chatting
Sending resource
Pvp in focus
Hattrick - soccer manager game
Time sensitivity
PVP cross platform can
HTML5
Enable fast prototype
6.passion required
@henricgames
The iteration treadmill
Productivity
Time lost waiting for builds
Quality
More tweaking
Asset testing in game
Ambition goal
See change immediately
No cheating
Target hardware+ target frame rate
Fast games. Fast workflow
Work in smaller chunk, resource be compiled separately, and upload runtime.
Running game listen on tcp/ip port
Message are JSON
Issues
Deploy to console
File transfer not adapted for sub second upload
Sol: a file server on PC-console load app files from here
big resource:
Compile slowly
Separate them
Slow resource
Light map, navmeah
Separate baking from compiler
Reload code
C++ tool support reload exe
A compiler database
Shader depends on another shader.
Store information from pervious .
Check binary version, if mismatch recompile
調叫三國
Android earn more money than iOS .
You can earn 200-300w rmb/m in Android
One key register
Login via sns: QQ, 微博
Uncharted 3 effects
2005 in naughty dog
Scheme based macro language
Uberabader
Process split btw ppu spu
Complexity in ppu and than in spu
New system iteration time
- fast iteration == more effect
Shader flexible
100% asynchronous spu
DC data compiler
Particle - dc data - DC - network - engine - display
Noodler shader editing
Vertex frontend define input attribute
Output into ex: normal
Each node are cg function
Automatically split into vs &fs
Automatic space conversation
Made artist manage their cycle
need programmer help artist
Spawner
Charter
Water: use to follow surface move
Gpu cycle is limited for particle
Less particle but more process form one particle
Preupdate: sort collision
Update:
Cull:
Build geometry
Sort
Render list
Use byte code: 16 vector register, create and update
Cull build geom
Cull view frustum
Sorting
Spawn order good than distance sort, sort for emitter set
Reverse spawn sort
Want to run on all spus
Don't want to have ppu
Sand
Deform surface
Animate the deformation
Match lighting with background
Sample depth buffer to particle space, and than will project on the sand
Ztest disable cull front face
Transform world to particle
Add wpos and invScale factor to vertex shader
U3 use partially deferred rendering
Use stencil value to avoid drawing on FG
@Candance_Walker
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