The game design behind Redout - Giuseppe Enrico Franchi - Codemotion Milan 2016

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The Game Design behind Giuseppe Enrico Franchi

MILAN 25-26 NOVEMBER 2016

Who’s thereGiuseppe Enrico Franchi, Lead Game Designer @

What“Race faster than ever”

What“Race faster than ever”

What“Race faster than ever”

Race = Feeling of controlIt’s better to stay in control. ™

What“Race faster than ever”

Race = Feeling of controlIt’s better to stay in control. ™

Faster = Feeling of speedIt’s more fun to accelerate than to brake. ™

What“Race faster than ever”

Race = Feeling of controlIt’s better to stay in control. ™

Faster = Feeling of speedIt’s more fun to accelerate than to brake. ™

Handling references: Trackmania, RollcageSpeed references: F-Zero GX, Extreme G 3, Wipeout HD

The BeginningUnity prototype, at the Torino Comics 2014

The BeginningUnity prototype, then onto Unreal Engine

Modular track design: preset piecesAll floating and driving in blueprint (yikes)Scope: “We’ll be out in 8 months”. (YIKES)

2014

2015

2016

Vehicle Handling

Extreme n.1 - The SpinnerNervous, twitchy - too responsive to steering. Hard to control on straights, hard to draw clean lines, loss of speed in turns. EGX 2014

Vehicle Handling

Vehicle Handling

Extreme n.1 - The SpinnerNervous, twitchy - too responsive to steering. Hard to control on straights, hard to draw clean lines, loss of speed in turns. EGX 2014

Extreme n.2 - The Heavy TurtleSlow and heavy - too much precision required, simply not fun to grind the barriers continuously. Works on Trackmania, not on Redout. EVO 2016

The sudden realization of the truth

The holy grail: flow

The holy grail: flow

Knowing what to doKnowing how to do itKnowing where to goKnowing how well you are doing

High perceived challengesHigh perceived skillsFreedom from distractions

Vehicle Handling

Striking a balance:Challenge is already perceived as high

Increase perception of skill - make your player feel cool

Grinding the walls is optionalWalls should not slow down too muchConsequence: Life as a risk/reward tradeoffThe challenge is the gold, not the finish lineBoosting as a core mechanic, not as a powerup

Track Design: Tools

Keeping your racetrack interesting

Track Design: Pacing

Track Design: ilinx

Landmarks

Keeping your racetrack memorable

without killing your 3D artists

User Interface

User Interface

(not menus, they are boring)

Won’t talk about it unless I’m asked to

AMA

Publishers

CommunityTreat them as adults

Expect high standards

Entertain them. That’s your job

Community

Community

PressThe Snowball Effect

AMA

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