Tim Willits - PowerPoint PPT Presentation

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Tim Willits

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Who is this guy? Creative Director at id Software. Started at id Software in 1995. First Published Title: Ultimate Doom. Current Title: RAGE. Level Designer – PowerPoint PPT presentation

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Title: Tim Willits


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Tim Willits
  • Storytelling and Technology at id Software

3
Who is this guy?
  • Creative Director at id Software
  • Started at id Software in 1995
  • First Published Title Ultimate Doom
  • Current Title RAGE
  • Level Designer
  • Lead Designer
  • Creative Director

4
Purpose Of This Talk
  • How id Software develops stories alongside
    changing technology
  • An understanding of how to balance storytelling
    and technology
  • The decisions behind the storytelling of previous
    titles and what is changing for the upcoming
    title RAGE
  • An explanation of how id Software wants to build
    the RAGE franchise through storytelling not
    sequel numbers!

5
id Software giving a talk on storytelling Huh?!
  • Public perception of the company
  • Historically speaking id Software has created
    some of the most successful and industry shaping
    games

6
What is video game storytelling?
  • The story in a video game, if done correctly, can
    be as great as any novel or movie
  • Doom vs. Lord of the Rings
  • Its all the stuff in the middle
  • Its the experiences
  • Its the immersion
  • Its the feelings
  • Its the memories
  • The paper story is only part of video game
    storytelling

7
So what are the other elements of good video game
storytelling?
  • Information relayed through experiences
  • What the player brings with them
  • Choices and consequences
  • Player skill
  • Replayability
  • Who they play with

8
Storytelling through EXPERIENCES is the
cornerstone of id Software game design
  • Its the key when developing new technologies
  • It isnt an excuse its the challenge
  • There is nothing worse than a boring game with a
    great story

9
How id Software approaches storytelling along
side changing technology
  • Solid straight forward plot
  • Dynamic story
  • Writer choice
  • Dont commit everything to the story
  • Concentrate on the experiences
  • Lighting -Effects -Design
  • Music -Choices -Immersion

10
The goals for RAGE
  • The story is a larger component in RAGE than
    previous id Software titles
  • The technology was designed from the ground up to
    support greater storytelling
  • More experiences through gameplay variety,
    environments, characters, AI, etc, etc
  • Proper pacing of gameplay experiences

11
Technology Challenges for RAGE
  • Media size
  • Media streaming
  • Compression
  • Wasteland level size
  • Development time
  • Asset development
  • AI Animation
  • Physics
  • NPC interaction system

12
The future of RAGE.
13
Take Away
  • The story in a video game, if done correctly, can
    be as great as any novel or movie
  • When faced with changing technology focus on the
    experiences
  • Create your story in such a way that you can push
    or pull it to accommodate the changes to the game
    or technology
  • Create modular story elements

14
Questions
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