introduction who is this guy? game designer – red storm entertainment assistant designer ...

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Page 1: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer
Page 2: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer
Page 3: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

IntroductionIntroduction

Page 4: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

Who is this guy? Game Designer – Red Storm Entertainment

Assistant Designer Designer Lead Designer Lead Multiplayer Designer Creative Director

Tom Clancy’s Ghost Recon Franchise Ghost Recon: Island Thunder – Xbox Ghost Recon 2 – Xbox GR2: Summit Strike - Xbox Ghost Recon Advanced Warfighter – Xbox 360

Military Service USMC - 1995-1999 USAFNG 1999-2001 USANG 2001-2004

Modder Started out making mods for Rogue Spear

Page 5: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

How are military games different?

Movie Trend Influence on Perception of Reality Military Games, especially shooters, are heavily

influenced by movies, because the public’s perception of what is “real” is so heavily influenced.

The Audience Military Shooters tend to have an older audience than

other shooters. Many military shooter fans, especially in multiplayer, want a more mature audience, as opposed to more mainstream shooters.

The Dev/Publisher A critical part of marketing and selling a military

shooter is distinguishing it from in the market. Sci-Fi games can distinguish themselves visually, even if the gameplay is the same. Military games lack some of that versatility.

Example: Ghost Recon &

Battlefield

Example: Quake & Halo

Page 6: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

Why does this matter?

Recap of last years talk – Navigating the Minefields

Range of Military Shooter Games & Genres

Page 7: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

The Next-Gen Military Game & Gamer

Page 8: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

What’s the difference now?

What gamers expect The majority of military gamers don’t want a

“sim” or an “action game” or an “arcade shooter.”

They want it all! Great Graphics Immersive Gameplay Expansive Worlds Perceived Realism Riveting Single Player Expansive Multiplayer

Page 9: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

“John Wayne, Chuck Norris, and Tom Hanks” As war movies have progressed and

matured, so have games.

Page 10: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

Games Evolve, Developers Evolve

Next Gen doesn’t change the focus, only the possibilities!

Breaking the mold Identifying your strengths Blending realism, fun, and action Answering the question – “What is your game

about?” Franchise Development – Keeping the core,

refresh the feel

Perception, Perception, Perception! It matters what the player perceives, not what

is actually happening

Page 11: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

Production Challenges in the Next-Gen Military Arena

Page 12: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

The Push for More and More

As a larger scope is demanded from the games, the need for a strong vision is even more important

The sheer volume of production material is not just a challenge for the Producer. The keeper of the vision must be able to adapt to new expectations of development

Page 13: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

Bigger isn’t necessarily better!

Is 200 guns better than 50? There is a tendency to reflexively add “more” of

everything. The standard hasn’t changed – quality over quantity.

You must balance variety versus gameplay distinction. The more of anything you have, the less distinctive those items will be. This is especially true of weapons.

Page 14: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

Bigger isn’t necessarily better!

Map size and player funor “Now lets make every map 10Kx10K!”

Play space size must be tailored to movement speeds, engagement ranges, types of transportation available, field of view, etc. etc.

“Big” can mean different things to different people, and on different playspaces.

LOS directly affects “size”

Page 15: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

Franchise Fun?

More investment by developers and publishers means more pressure on existing military franchise

Can “New Features” overshadow the core gameplay of your game?

Page 16: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

Team Size The more detail in a project, you either

need more time or more people. If you end up with more people…

You must now Communicate Authenticity & Vision to hundreds of developers, not dozens.

Delegation of the Vision becomes key! You can’t do it all now!

GR2 Xbox (Entire Game)

GRAW 360(Just

Multiplayer)

Design Staff

Page 17: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

The Killer is in the Details…

With a next generation game, the expectation of quality and the scope of content demand more attention to military authenticity than ever before.

Example: Authenticity Check on a 500 poly weapon model, vs 1.2 million poly normal map model

Authenticity vs Product Placement “The Real Deal” can be great, but put the game

before your contractors, and don’t let consultants overwhelm you. Focus on what benefits to the game.

Page 18: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

Case in Point: GR2 v GR3 Ghost Recon 2

Nov 2004 – Xbox Ghost Recon Advanced Warfighter

Mar 2006 – Xbox 360

Page 19: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

GR2 Xbox & Summit Strike Staff of ~50

Experienced GR vets, with new folks

Stable Engine Established “GR” Map Design/Mission

Flow Managing New Directions

Single Player Focused Design

“Oh, we are are #2 on Live?” “Hurry, change the ads!”

Page 20: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

GR:AW Xbox 360

Staff of 250+, 4 studios Managing Authenticity Feedback Figuring out who is who?!?!

Two Engines Separate SP & MP Development Changes to SP meant double the work for MP

Team Managing Consistency while balancing Gameplay

Inter-studio communication Language Barrier “Old Team” & “New Team”

Page 21: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

GR:AW Xbox 360

Contiguous Environment Ambitious SP Plan

How to adapt to Single Player? Focus on SP Consistency, MP Variety

Dedicated MP Team Initial MP Direction – “Put Everything in!” Innovating through design

Customizable Game Modes Co-Op Campaign

Marriage of Marketing and Development (gasp!) Selling our Features!

Page 22: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

GRAW 360 – The Good, The Bad, And the Ugly The Good

Separate MP Development led to dedicated MP features

Power of next-gen hardware allowed graphics & art to flourish

The Bad Separate MP Development led to

tons of headaches and work replication Graphics and Art flourishing was a lot of

work! The Ugly

Handling team morale Designing in a Vacuum

Page 23: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

Summary

Page 24: Introduction Who is this guy?  Game Designer – Red Storm Entertainment  Assistant Designer  Designer  Lead Designer  Lead Multiplayer Designer

Thanks for your time!

Christian AllenGame Designer

[email protected]