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Design + Production Presented by Robin Walker

Design + Production

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Design + Production. Presented by Robin Walker. Design + Production. Half-Life 2 development process Half-Life The cabal. Design + Production. HL2 Massive This talk: Iteration & collaboration Decentralized design Game-wide passes Symbolic links Choreo scenes. HL2 Team Overview. - PowerPoint PPT Presentation

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Page 1: Design + Production

Design + ProductionPresented by Robin Walker

Page 2: Design + Production

Design + Production

Half-Life 2 development process Half-Life

• The cabal.

Page 3: Design + Production

Design + Production

HL2 • Massive

This talk:• Iteration & collaboration• Decentralized design• Game-wide passes• Symbolic links• Choreo scenes

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HL2 Team Overview

~30-40 People, 5 years 3 Cabals

• Programmers & Level Designers

Art Team• Artists & Level Designers

Choreo Team • Artists, Level Designers, & Writer

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Cabals

Goal: Chapter production Design (~3 months)

• Story• Brainstorming• Level Layout

Iteration (~3 months)• Playtest -> Revise -> Playtest

Art passes

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Chapter Production

Constraints: schedule, story Better focus

• Faster iteration

He who designs it, builds it Driven to reduce dependencies

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Problem: Consistency

More interactive Competing designs Bad design economy Assumptions about previous chapters

• Player training

Chicken & Egg: Chapter transitions

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Solution

3 game-wide passes• First: Chapter production• Second: Experience density

• Cross-pollination & training• Story• Cuts

• Third: Game-wide quality

A better method for building games How?

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Symbolic Links

A named link between pieces of content. Allows:

• Specialists.• Consistency.• Painless game-wide iteration.• Implementation abstraction.

Run-time links. Symbol saving.

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Examples

Game sounds Materials Props Scripting Response rules

• Contextual link

Choreo scenes

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HL1: Scripted Sequences

Animations for a set of NPCs, played in unison.• Monolithic animations.• Level placed sounds / dialog.

Costly to produce: • ~30 sequences (~10 minutes total running time)• Rarely re-usable.• Single owner. • Easily “stalled”.

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Problem: Interactivity

Undefined world state• Player / NPCs• Objects

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HL2 Choreo Scenes

A scene for a set of NPCs• AI commands, facial animation, game events,

sounds, etc.

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HL2: Choreo Scenes

Robust• Independent content creation & iteration • Late features, scenes untouched

Powerful• Traditional, multiple character acting scenes

• Responsive

• Improved minor interactions• Gender independent speech• Model independent animation

• Emotional states

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HL2: Choreo Scenes

Massive improvement: • ~1800 scenes (~3 hours total running time)• Re-usable:

• Code• Gestures

• Higher quality• Production rarely stalled.

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In Summary

HL2: Iteration & collaboration• Multiple game-wise passes• Symbolic links

Future:• Code solutions, process solutions.

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Questions?

Questions?

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Methodology

3 game-wide passes• A better production method

Symbolic links• Iteration, consistency, abstraction

HL2 choreo scenes vs HL1 scripted sequences• Better & cheaper

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Interactive Scenes

Scene timeline is flexible• Scene pausing to wait for game events• Faking NPC intention through event anticipation• Synchronisation between animations and timeline.

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Physics Gameplay

Real work begins after integration of physics engine.

Every time we build a new physics puzzle, we write code.• Fan Puzzle

Balancing physics reality with player desires.• 180 turns with held items• Players think everything is "physics".