Crysis in the making Cevat Yerli, CEO and President Sten Hbler, - - PowerPoint PPT Presentation

crysis in the making
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Crysis in the making Cevat Yerli, CEO and President Sten Hbler, - - PowerPoint PPT Presentation

Crysis in the making Cevat Yerli, CEO and President Sten Hbler, Lead Designer Bernd Diemer, Producer GDC08 2004: The Vision 2005: Core X Playable 2006: E3 2007: Final Nanosuit Sandbox Gameplay Keeping the


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Cevat Yerli, CEO and

President

Sten Hübler, Lead Designer Bernd Diemer, Producer

GDC08

Crysis in the making

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2004: The Vision 2005: Core X Playable 2006: E3 2007: Final Nanosuit Sandbox Gameplay Keeping the Vision

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Key achievements

Graphics Technology Sandbox design Human AI

Take it to the next level

Key learning

B movie story Quicksave Too difficult Non-human AI

Challenge and improve

in next title

Far Cry vs. Crysis

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The Vision

“Frozen Paradise” Maximum Game Expression Outsmart Core Gameplay Realistic Sci Fi Alien Invasion

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The Vision

Creating a world that sells realistic Sci-Fi

Believeable, telling, evolving – almost a character

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2005: Core X Video

„Best looking game ever“

Core X Video

Jungle Frozen Alien

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Realism as gate to believeability Field Trip - Tahiti

Find out how it

actually looks like!

Photoreal Graphics & Motion

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Photoreal Graphics – The trip ☺

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2006: E3

“Looks good, but can I play?” Nanosuit Breakable vegetation AI First public showing

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Nanosuit

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Destroyable vegetation

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First public showing

Project Vision vs. Public expectations

Proof of Fun Selling the vision to the public and the team “It really works!”

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Realism vs. believability

Chasing perfection AI believability is conveyed in context

Realism isn’t fun Entertain and challenge

Never the same battle twice

Frankenstein’s babies

A.I.

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Flow graph - good and evil Dynamic worlds and their burden “Human” instead of “Perfect” Break expectations

A.I.

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2007: Final

Systematic Nanosuit gameplay Sandbox levels Keeping the vision

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The Nanosuit

Customization is king

Extra dimension of

choices

Player-expressed

hero

Outsmart Gameplay Expressing Play style: Act, not react

Feature IP

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Nanosuit

So what cool stuff can I do with it?

Bottom-up feature design

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Nanosuit

Complexity and Usability hate each other Prove it in the game: Iteration and

playtesting

Focus tests: Painful but good

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Fullscreen interface

So what cool stuff can I do with it?

Act, not react

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So what cool stuff can I do with it?

Act, not react

Result: Death by Chicken!

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Analogue Interface

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...results in:

MICROMANAGEMENT!

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Leading to Death by Chicken!

MICROMANAGEMENT!

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Nanosuit

Binary modes Tangible parameter changes between

modes

Fast and intuitive access Show the specific action in the interface The player is always right Let the player do „Cool Stuff“

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So how does it get in the game?

Implement the tools to use a feature

Not in the original design, levels have to be

changed to prompt the use of the feature

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Nanosuit

Provoking feature use

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Freedom!

It’s the player’s

game, not the designer’s game.

Sandbox Level Design

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Sandbox Level Design

Scout Ambush

Harbor Bay

Outpost Path Village Forest

Harbor Bay AAA

Broken Road

Crane Cruiser

Warehouse 1 Warehouse 2

Bus Station First Border Village

Count er Attac k

Outpost

Gas Station

Forest Path Beach Path

Bridge Harbo r Entra nce

Strickland Wate r stati

  • n

Silo

Bradley

Pier Attac k

Wate rfall

Road Way

Abstract

understanding

Objectives help the

player to not get lost

Gameplay obstacles to

entertain and challenge

Gameplay focus

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Combine all ingredients, find the right

mixture and balance

Visual Fidelity vs. technical Feasibility Gameplay focus Story Reconstructed level design team - Where is

my department?

Sandbox Level Design

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Keeping the Vision

Keep the strategic view on path Keep the quality bar up for the whole team But!

Do not innovate for innovations sake

Theater of the “developers” mind Theater of the “players” mind Managing feature creep Feature Creep award ☺

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The Feature Creep Award™

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Inventing the camera while shooting a movie

Technology & Gameplay

DX10

Communicating the Vision

Its a seed, inspire, engage, but challenge too

Quality bars and schedules: „When its done“

ain‘t good enough for the team

Keeping the Vision

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Conclusions:

Don‘t compromise Stay flexible and human A vision is developed by a team, its seeded

by a visionary.

Keeping the Vision

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Focus on efficiency

Iterate faster on your “new gameplay” Prototype the animations

Train for innovation during Pre-Production Focus on your vision and keep on it Seeded Ideas must create 10 more

  • pportunities

Theater of players mind – very powerful Agile development is your “best” friend

Production Key Learnings

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Questions?

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Thank you for your time! Visit us at our booth!