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Cinematic Game Design Presentatin

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Interactive movies. Uninteractive games ' ... a backhanded compliment, like calling a movie stagy. ... Dream Sequences (Max Payne) Shell Shocked (Mercenaries) ... – PowerPoint PPT presentation

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Title: Cinematic Game Design Presentatin


1
(No Transcript)
2
Introduction Who Are We?
  • Marty Stoltz
  • Studio Cinematic Director, Midway Chicago
  • Stranglehold, The Suffering Ties That Bind,
  • Mortal Kombat Armageddon/Deception/Shaolin
    Monks,
  • Psi-Ops, Sanitarium
  • Richard Rouse III
  • Director of Game Design, Midway
  • The Suffering, The Suffering Ties That Bind,
  • Drakan The Ancients Gates, Odyssey,
  • Game Design Theory Practice

3
Introduction Cinematic Games
  • What are Cinematic Games?
  • Often people mean
  • Better/more cut-scenes
  • Better story/dialog
  • More custom-scripted
  • High drama moments
  • High production values
  • A highly immersive experience

4
Introduction Cinematic Games
  • Heavily loaded term
  • Avoid Hollywood Envy
  • Dont want
  • Interactive movies
  • Uninteractive games
  • "One day soon, calling a game cinematic will be
    a backhanded compliment, like calling a movie
    stagy."
  • Prince of Persia creator Jordan Mechner

5
Introduction Cinematic Games
  • A new definition of Cinematic Game Design
  • Draw from cinemas 100-year-old library of
    techniques
  • Integrate these devices into actual gameplay
  • Not just copying, expands our medium

6
Cinematic Technique 1 Character Framing
  • Rule of thirds creates good compositions
  • Mental map allows audience to take fragments and
    make sense of them
  • Careful use of eye-lines
  • Example from
  • The Good, The Bad, and The Ugly

7
Character Framing Gameplay Application
  • Same rules of scene composition apply
  • For third person games, avoid placing the
    character dead-center
  • Examples from
  • Splinter Cell
  • Shadow of the Colossus

8
Cinematic Technique 2 Camera Following a
Character
  • When tracking a character, principles of
    photography apply to the cinema
  • Still obey the rule of thirds
  • Avoid computer camera moves
  • Example from
  • Goodfellas

9
Camera Following a Character Gameplay
Application
  • Wherever the player moves the camera, always keep
    the avatar well framed
  • Avoiding fading out/making the avatar disappear
  • Balance player control with good shot composition
  • Example from
  • Max Payne 2

10
Cinematic Technique 3 Slow Motion
  • Many films have used slow motion to emphasize the
    beauty/brutality of a scene
  • Can also be used to slow/quicken an event where
    the audience wont notice
  • Simulates real-life dramatic events seeming slow
  • Example from
  • Aliens

11
Slow Motion Gameplay Application
  • Lots of games have stylishly used slow motion as
    a game mechanic or an FX component
  • Slow motion can also be a tool for storytelling
  • Could also be used more subtly
  • Example from
  • FEAR

12
Cinematic Technique 4 Visual Storytelling
  • Inform the viewer about person and place
  • Scene works without dialog/exposition
  • Start wide and end close close shots at end for
    progression and impact
  • Example from
  • Rear Window

13
Visual Storytelling Gameplay Application
  • Player should learn about the fiction through
    play
  • Every element is important art, animation,
    voice, audio, etc
  • Repetition of key details is necessary
  • Example from
  • Half Life 2

14
Cinematic Technique 5 Subjective P.O.V.
  • Often multiple non-realistic effects can be
    combined to make the audience see a scene from a
    particular characters POV
  • Effects include FOV adjustment, slow motion,
    exaggerated lighting, screen filters, audio mix
  • Example from
  • Raging Bull

15
Subjective P.O.V. Gameplay Application
  • Used for literal sensory changes
  • Drunk (GTA)
  • Drugged/Stoned (Rise of the Triad/Narc)
  • Dream Sequences (Max Payne)
  • Shell Shocked (Mercenaries)
  • Could be used more subtly to indicate emotional
    state of the main character

16
Cinematic Technique 6 Parallel Editing
  • Inter-cuts two scenes that are happening at the
    same time
  • Great way to build suspense
  • Example from
  • The Silence of the Lambs

17
Parallel Editing Gameplay Application
  • Underused technique in games
  • Not the same as plot-driven cut-aways
  • Perfect for breaking up long navigational
    sections, if kept short quick
  • Has to be done carefully to not frustrate or
    confuse the player
  • Example from
  • Karateka

18
Cinematic Technique 7 Split Screen
  • Similar to parallel editing, but different pacing
  • Can be used for suspense or emotional
    juxtaposition
  • Example from
  • Kill Bill

19
Split Screen Gameplay Application
  • Also underused in games
  • Excellent for in-game storytelling
  • Do not force the player to intently watch
    multiple views simultaneously
  • Example from
  • Indigo Prophecy

20
Cinematic Technique 8 Picture Within Picture
  • Mini-story that happens in the background of a
    scene
  • Can be used to juxtapose two narratives or themes
  • Example from
  • Citizen Kane

21
Picture Within Picture Gameplay Application
  • Depending on a games camera perspective,
    differently techniques apply
  • Careful placement makes scenes non-disruptive but
    also likely to be seen
  • Example from
  • Another World / Out of this World

22
Cinematic Technique 9 Building Tension
  • Keep the pace changing but maintain a general
    direction
  • Dont be afraid to slow things down in an action
    sequence
  • Use audio to keep the audience on edge
  • Example from
  • Alien

23
Building Tension Gameplay Application
  • Design game mechanics in ways that will give the
    player some information, but not all of it
  • Motion sensor in Marathon and AvP
  • Radio static in Silent Hill 2
  • Audio design in System Shock games
  • Interactive music perfect for building tension in
    gameplay

24
Cinematic Technique 10 (Mis)Leading the
Audience
  • If audience figures out the story bored
  • If audience cant figure anything out confused
  • (Both are bad.)
  • Hitchcock said audience likes to be one step
    ahead of the story
  • Mislead audience away from what will actually
    happen
  • Example from
  • A Clockwork Orange

25
(Mis)Leading the Audience Gameplay Application
  • Games have repetitive mechanics
  • Players expect them to work consistently
  • Thus players are susceptible to being misled
  • Be clever/devious in how you mislead, but dont
    go for cheap shots
  • Example from
  • The Suffering

26
Cinematic Game Design Ten Techniques
  • Character Framing
  • Camera Following a Character
  • Slow Motion
  • Visual Storytelling
  • Subjective P.O.V.
  • Parallel Editing
  • Split Screen
  • Picture Within Picture
  • Building Tension
  • (Mis)Leading the Audience

27
Questions?
  • Contact
  • Richard rr3_at_paranoidproductions.com
  • Marty mstoltz_at_midway.com
  • Final slides available at
  • http//www.paranoidproductions.com/writings.html
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