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Low Level Game Design

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Previously worked at Lionhead on BC. Currently at SCEE London Studio ... Member of the Knights Templar. Ben Cousins: Low-level game design. Measurement techniques ... – PowerPoint PPT presentation

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Title: Low Level Game Design


1
Low Level Game Design
  • Atoms, measurement and hierarchies

2
Ben 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

3
Session structure
  • Overview what is low level game design?
  • An atomic model
  • Measurement techniques
  • Hierarchies

4
Overview what is low level game design?
5
Overview what is low level game design?
  • Games are a series of inputs and outputs

The faster this loop is completed, the lower the
level
6
Overview what is low level game design?
  • High level example

7
Overview what is low level game design?
  • High level example

This loop completes in several hours
8
Overview what is low level game design?
  • Medium level example

9
Overview what is low level game design?
  • Medium level example

This loop completes in several minutes
10
Overview what is low level game design?
  • Low level example

11
Overview what is low level game design?
  • Low level example

This loop completes in less than a second
12
Overview what is low level game design?
  • Each level is nested in the other

13
Overview what is low level game design?
  • Each level is nested in the other

14
Overview what is low level game design?
  • Each level is nested in the other

15
Overview what is low level game design?
  • Each level is nested in the other

16
Overview what is low level game design?
  • Each level is nested in the other

17
Overview what is low level game design?
  • Each level is nested in the other

18
An atomic model
19
An atomic model
  • The lowest level loop possible could be our
    atom
  • Having an atom equivalent for game analysis could
    be really useful

20
An atomic model
  • Analytical method using Adobe Premiere

21
An atomic model - layers
  • Level 4

22
An atomic model - layers
  • Level 3

23
An atomic model - layers
  • Level 2

24
An atomic model - layers
  • Level 1

25
An 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

26
An 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!

27
An 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

28
An atomic model - uses
  • Terminology
  • Organised analysis
  • Concentration on constant feedback per element
  • Concentration on low-level elements

29
Measurement techniques
30
Measurement techniques
  • "One measurement is worth fifty expert opinions"
  • Howard Sutherland
  • US Senator -West Virginia 1917-23
  • Member of the Knights Templar

31
Measurement 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)

32
Measurement 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

33
Measurement techniques
  • Some examples
  • Time
  • Distance
  • Density
  • Area

34
Measurement - time
  • Really useful for action games
  • By measuring finished games you can find sweet
    spots in various actions

35
Measurement - time
  • Jumping times in 3rd person action games

36
Measurement - distance
  • Helps in layout of levels
  • Particularly in multiplayer maps

37
Measurement - distance
  • Choke point measurement in de_dust

38
Measurement - 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

39
Measurement - area
  • Most data from the game comes through a 2D screen
  • Examining how this space is used can be helpful

40
Measurement - area
  • Chinagraph pencil markings

41
Hierarchies
42
Hierarchies
  • (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

43
Hierarchies
  • 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

44
Hierarchies
  • List - typical in GDDs.
  • For example
  • Running
  • Jumping
  • Climbing
  • Ledge Catching
  • Pickups
  • Team Commands
  • Buttons
  • Doors
  • Weapons
  • Traversing
  • Unarmed Combat
  • Vehicles
  • Turrets
  • Missions
  • Story

45
Hierarchies
  • Bundle - typical in Lead Designers head ?

46
Hierarchies
  • Hierarchy

47
Hierarchies
  • 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

48
Recap
  • 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

49
Recap
  • 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
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