Designing Games for Nintendo's Handheld Platforms: - PowerPoint PPT Presentation

About This Presentation
Title:

Designing Games for Nintendo's Handheld Platforms:

Description:

Designing Games for Nintendo's Handheld Platforms: The transition from GBA to DS. ... The Nintendo DS, with its unique display and input possibilities, adds yet ... – PowerPoint PPT presentation

Number of Views:110
Avg rating:3.0/5.0
Slides: 30
Provided by: davi696
Category:

less

Transcript and Presenter's Notes

Title: Designing Games for Nintendo's Handheld Platforms:


1
Designing Games for Nintendo's Handheld
Platforms
  • The transition from GBA to DS.

2
Abstract
  • Games for traditional handheld platforms have
    always presented the designer with a set of
    challenges and opportunities quite different to
    those that the console or PC designer must face.
  • The Nintendo DS, with its unique display and
    input possibilities, adds yet another set of
    challenges of its own, while offering developers
    a chance to pursue the holy grail of game design
    innovation. The hardware itself seem explicitly
    designed to goad us into taking bigger risks and
    trying new things.
  • How, then, do handheld developers approach this
    enticing new piece of hardware? What are the
    expectations? The rules? Where are the pitfalls?
  • How does the development of a DS game,
    specifically the creation of its design, differ
    from that of a GBA title, or a console title for
    that matter?

3
Overview
  • Introduction
  • Nintendo
  • Handheld Platforms
  • GBA
  • DS
  • Traps
  • Strategies
  • The Design Process
  • The Development Process
  • Summary
  • QA

4
Introduction
  • Who am I?
  • Who do I work for?
  • What do we do?
  • What have we done on GBA, and where are we
    currently at with DS?
  • Why talk about this now, before weve got all the
    answers?

5
Nintendo
  • What values and qualities are associated with a
    Nintendo game?
  • Who plays games on Nintendo platforms?
  • Where do independent, third-party developers fit
    in to Nintendos plans?
  • What does all this mean when you sit down to
    design a game for a Nintendo platform?

6
Handheld Platforms
  • Some specific design considerations, when
    developing for a handheld.
  • User interface
  • Game structure
  • Visual presentation
  • Use of audio
  • The diversity of situations in which handheld
    games are played.

7
(No Transcript)
8
(No Transcript)
9
GBA
  • Constraints.
  • Expectations.
  • Haven for ports and classic gameplay
  • but also a place for neglected genres to
    flourish and grow once again.
  • Emphasis on gameplay over both innovation and
    wow factor.
  • First party releases and licensed product.
  • Who plays GBA?

10
The DS is Announced
  • Top responses
  • What? Two screens? You mean like Donkey Kong?
  • If one screen is fun, then two screens means
    twice the fun! lt/sarcasmgt
  • Huh?
  • Um.
  • LOLROFLMAO!

11
Introducing the DS
  • A picture says a thousand words.
  • With Photoshop, however, you can say even more

12
(No Transcript)
13
(No Transcript)
14
(No Transcript)
15
(No Transcript)
16
(No Transcript)
17
(No Transcript)
18
(No Transcript)
19
(No Transcript)
20
(No Transcript)
21
(No Transcript)
22
Introducing the DS, Take Two
  • Tech specs (in designerese)
  • Ability to do some 3D stuff.
  • Two screens.
  • Stylus and touch screen control.
  • 4 face buttons.
  • Microphone.
  • WiFi connectivity.
  • Game sharing.

23
DS
  • Constraints.
  • Expectations.
  • Is there place for ports and multi-format
    releases?
  • Modular design.
  • Linked settings and stories.
  • Emphasis on innovation.
  • Can this go to far?
  • Is this the expense of gameplay depth?
  • What are the risks involved in re-inventing the
    wheel?
  • First party releases and licensed product.
  • Who will play the DS?

24
Traps
  • 3D or not 3D?
  • No analog stick. Control is key, and must be
    designed around two types of fundamentally 2D
    control input.
  • 2048 triangles.
  • Camera control.
  • Touch screen use.
  • When, where and how?
  • More importantly why?
  • Whats the second screen for?
  • Quick how many thumbs does the player have?

25
Strategies
  • Minimising risk.
  • Technology.
  • Design.
  • Prototyping.
  • Looking beyond console and handheld gaming for
    inspiration.
  • Modular design.

26
The Design Process
  • GBA
  • Points of reference.
  • What is the game like?
  • Okay, so how is it different?
  • DS
  • Points of reference.
  • How does the game stand up, on its own?
  • How does it use the hardware? Does it justify
    being on the DS?
  • Wheres the familiarity?
  • Wheres the newness?

27
The Development Process
  • GBA
  • Legacy from 16-bit console development.
  • Tools.
  • Production pipeline.
  • Scheduling.
  • Implementation.
  • Testing.
  • Quick ramp-up. Known quantities.
  • DS
  • Pre-production.
  • Looking ahead at scheduling, implementation and
    testing.
  • New tools.
  • New pipeline.
  • Flexibility, experimentation and the ability to
    make mistakes.

28
Summary
  • Look further afield for inspiration. Break
    habits. Leave your comfort zone.
  • Find ways to prototype, test and evaluate.
  • Play your game as early and as often as you can.
  • Strike a balance between novelty and substance.

29
QA
  • Fire away!
Write a Comment
User Comments (0)
About PowerShow.com