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The Game Design behind Giuseppe Enrico Franchi MILAN 25-26 NOVEMBER 2016

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

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Page 1: The game design behind Redout - Giuseppe Enrico Franchi - Codemotion Milan 2016

The Game Design behind Giuseppe Enrico Franchi

MILAN 25-26 NOVEMBER 2016

Page 2: The game design behind Redout - Giuseppe Enrico Franchi - Codemotion Milan 2016

Who’s thereGiuseppe Enrico Franchi, Lead Game Designer @

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What“Race faster than ever”

Page 4: The game design behind Redout - Giuseppe Enrico Franchi - Codemotion Milan 2016

What“Race faster than ever”

Page 5: The game design behind Redout - Giuseppe Enrico Franchi - Codemotion Milan 2016

What“Race faster than ever”

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

Page 6: The game design behind Redout - Giuseppe Enrico Franchi - Codemotion Milan 2016

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. ™

Page 7: The game design behind Redout - Giuseppe Enrico Franchi - Codemotion Milan 2016

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

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The BeginningUnity prototype, at the Torino Comics 2014

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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)

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2014

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2015

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2016

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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

Page 15: The game design behind Redout - Giuseppe Enrico Franchi - Codemotion Milan 2016

Vehicle Handling

Page 16: The game design behind Redout - Giuseppe Enrico Franchi - Codemotion Milan 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

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

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The sudden realization of the truth

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The holy grail: flow

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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

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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

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Track Design: Tools

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Keeping your racetrack interesting

Track Design: Pacing

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Track Design: ilinx

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Landmarks

Keeping your racetrack memorable

without killing your 3D artists

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User Interface

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User Interface

(not menus, they are boring)

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

AMA

Publishers

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CommunityTreat them as adults

Expect high standards

Entertain them. That’s your job

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Community

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Community

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PressThe Snowball Effect

AMA

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