Title: Low Level Game Design
1Low Level Game Design
- Atoms, measurement and hierarchies
2Ben Cousins
- Six years in the industry
- Four as Lead Designer
- Previously worked at Lionhead on BC
- Currently at SCEE London Studio
- Just Completed Fired Up on PSP
3Session structure
- Overview what is low level game design?
- An atomic model
- Measurement techniques
- Hierarchies
4Overview what is low level game design?
5Overview what is low level game design?
- Games are a series of inputs and outputs
The faster this loop is completed, the lower the
level
6Overview what is low level game design?
7Overview what is low level game design?
This loop completes in several hours
8Overview what is low level game design?
9Overview what is low level game design?
This loop completes in several minutes
10Overview what is low level game design?
11Overview what is low level game design?
This loop completes in less than a second
12Overview what is low level game design?
- Each level is nested in the other
13Overview what is low level game design?
- Each level is nested in the other
14Overview what is low level game design?
- Each level is nested in the other
15Overview what is low level game design?
- Each level is nested in the other
16Overview what is low level game design?
- Each level is nested in the other
17Overview what is low level game design?
- Each level is nested in the other
18An atomic model
19An atomic model
- The lowest level loop possible could be our
atom - Having an atom equivalent for game analysis could
be really useful
20An atomic model
- Analytical method using Adobe Premiere
21An atomic model - layers
22An atomic model - layers
23An atomic model - layers
24An atomic model - layers
25An atomic model - data
- 340 primary elements in the total of 208 seconds
of game play - An average of one new input every 0.6 seconds.
- Every 18 frames a player is making a new input
26An atomic model - data
- Of those 340 elements, 95 involve making the
character run or walk in a straight line. - 92 involve making the character change direction
- 55 of all player input
- For a 15 hour experience those inputs 22
thousand times each!
27An atomic model - data
- In the course of the mission, control is taken
away from the player for 54 seconds one fifth
of playing time - The game saved once after a total of 340 primary
elements - Mario was not killed once during 340 primary
elements - The camera was adjusted 16 times
28An atomic model - uses
- Terminology
- Organised analysis
- Concentration on constant feedback per element
- Concentration on low-level elements
29Measurement techniques
30Measurement techniques
- "One measurement is worth fifty expert opinions"
- Howard Sutherland
- US Senator -West Virginia 1917-23
- Member of the Knights Templar
31Measurement techniques
- Measurement is usually used
- When no expert is available (e.g. following a
cookery recipe) - When experts disagree (e.g. science)
- To stop cheating (e.g. sport, commerce)
- Precision (e.g. engineering)
32Measurement techniques
- We generally can benefit
- When no expert is available (e.g. if we are
working on a genre we are unfamiliar with) - When designers disagree!!
- Precision
33Measurement techniques
- Some examples
- Time
- Distance
- Density
- Area
34Measurement - time
- Really useful for action games
- By measuring finished games you can find sweet
spots in various actions
35Measurement - time
- Jumping times in 3rd person action games
36Measurement - distance
- Helps in layout of levels
- Particularly in multiplayer maps
37Measurement - distance
- Choke point measurement in de_dust
38Measurement - density
- Needs complex measurement system and a new unit
- Adobe Premiere method shown earlier
- Measuring events per primary element may prove
useful in years to come
39Measurement - area
- Most data from the game comes through a 2D screen
- Examining how this space is used can be helpful
40Measurement - area
- Chinagraph pencil markings
41Hierarchies
42Hierarchies
- (from Greek hieros, sacred, and arkho, rule)
- Ties the rest of the subjects together
- There are two meanings of the word in common
usage - Upper levels of the hierarchy are 'superior' to
the lower - Lower levels are 'contained' in the upper
43Hierarchies
- Consider a game as a hierarchy rather than a
list or a bundle of features - This can help organise features in the designers
mind, and also aid scheduling
44Hierarchies
- List - typical in GDDs.
- For example
- Running
- Jumping
- Climbing
- Ledge Catching
- Pickups
- Team Commands
- Buttons
- Doors
- Weapons
- Traversing
- Unarmed Combat
- Vehicles
- Turrets
- Missions
- Story
45Hierarchies
- Bundle - typical in Lead Designers head ?
46Hierarchies
47Hierarchies
- Hierarchies needn't replace lists altogether
- Much more useful for design organisation and
scheduling - Coders often like working with them
- Work up the hierarchy, not moving up a step
until you are happy with the previous one
48Recap
- Definition of low level
- Shortest game loops
- Premiere method
- Atomic unit
- The correct amount of emphasis for these units
- Measurement
- Helps us keep track of things that are easy to
miss, and to get wrong
49Recap
- Data, as well as opinion should be part of our
toolbox - Organisation of this data in a well-organised
hierarchy can help development - These methods augment, not replace normal working
methods
50- Ben Cousins
- ben_cousins_at_scee.net