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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
July 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
facebook.com/34bigthingstwitter @34bigthings
34bigthings.com