Title: Cinematic Game Design Presentatin
1(No Transcript)
2Introduction 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
3Introduction 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
4Introduction 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
5Introduction 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
6Cinematic 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
7Character 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
8Cinematic 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
9Camera 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
10Cinematic 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
11Slow 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
12Cinematic 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
13Visual 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
14Cinematic 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
15Subjective 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
16Cinematic 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
17Parallel 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
18Cinematic Technique 7 Split Screen
- Similar to parallel editing, but different pacing
- Can be used for suspense or emotional
juxtaposition - Example from
- Kill Bill
19Split 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
20Cinematic 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
21Picture 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
22Cinematic 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
23Building 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
24Cinematic 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
26Cinematic 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
27Questions?
- Contact
- Richard rr3_at_paranoidproductions.com
- Marty mstoltz_at_midway.com
- Final slides available at
- http//www.paranoidproductions.com/writings.html