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DEPTH IN SIMPLICITY: THE MAKING OF JETPACK JOYRIDE
Luke Muscat
Chief Creative Officer Halfbrick Studios
SLIDE 2 Introductions!
- Luke Muscat
- CCO @ Halfbrick
- Made these:
SLIDE 3 What the hell is this about?
- Like a post mortem… kind of
- Lots of crazy random design points about
Jetpack Joyride
- More than I can fit into an hour!
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CHAPTER #1: A GAME IN 4 weeks
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4 week game?
SLIDE 7 GOALS / PILLARS
- 1 Button
- Super accessible
- Ad break play
- Depth for the hardcore's
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THE PROTOTYPE
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THE PROTOTYPE
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CHAPTER #2: IT BEGINS
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PREFACE: JSI / RSO
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SLIDE 13 PROCEDURAL LEVEL GENERATION
- <3 Levels
- Only designer on
2 projects = time poor
SLIDE 14 TYPES OF ENTITIES
- Zappers
- Coins
- Lasers
- Missiles
- Tokens
- Vehicles
- Rotating Zappers
- Coin Streaks
- Missile Streaks
SLIDE 15 INTERVAL SYSTEM
- Everything is placed by the interval
system.
- Every entity type has a probability of
- ccupying next slot.
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INTERVAL SYSTEM
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INTERVAL SYSTEM
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INTERVAL SYSTEM
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MIN INTERVALS = UNFAIR
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MIN INTERVALS = UNFAIR
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Unfair game is unfair
SLIDE 22 COSTS OF FAILURE
- Time lost
- Feeling of failure
- Friction on starting again (retry loop)
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TIME LOST
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EMOTIONAL COST
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EMOTIONAL COST
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EMOTIONAL COST
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EMOTIONAL COST
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RESTART FRICTION
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CHAPTER 3: TESTING TIME
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CHRISTMAS 2010
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CHRISTMAS 2010
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PLAYTESTING NINJA STYLES
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PLAYTESTING NINJA STYLES
SLIDE 34 REVELATIONS
- Became obvious that this game needs
more time.
- Releasing a free, half assed game seems
like the wrong move after Fruit Ninja.
SLIDE 35 2 PROBLEMS…
- Feels hard, and super intense... No low
points in the pacing, always one step away from death.
- Not enough variety. Players burning out
fast.
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PROBLEM 1: INTENSITY
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3 hearts intensity
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COD STYLE INTENSITY
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Problem 2: VARIETY
How do we add more variety?
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Problem 2: VARIETY
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Problem 2: VARIETY
What if we change the controls...? People HATE it when you do that…
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NEW CONTROLS
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NEW PACING STRUCTURE
SLIDE 44 GREAT SUCCESS
- Pacing = better
- Variety = better
- More explosions = more better
- Game had a big injection of character
- Player’s quickly developed favourites
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How dumb can we be?
SLIDE 46 EASING IN AND OUT
- First big play test = last years GDC!
- People would often make critical mistakes
in close proximity to control changes.
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EASING IN AND OUT
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EASING IN AND OUT
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HOW MANY?
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CHAPTER 4: STICKYNESS
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FOUNDATION FOR EXPERIMENTATION
SLIDE 52 NEW GOALS / EXPERIMENTS
- Make an ultra sticky game
- Try out some IAP / economy type stuff
- Learn stuff that we don’t know much
about!
SLIDE 53 THE SHOP!
- Provide incentive for the player other
than ‘beat my friends’
- Allow players to express themselves!
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TIME TO STEAL...
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CHAPTER 5: We Are ON A MISSION
SLIDE 65 THE MISSION SYSTEM
- Inspired by Tiny Wings
- Wanted to do more, with full reward
structures and avoiding some of the pitfalls such as getting stuck and burning out
- Will take roughly 1 week… right?
SLIDE 66 3 COMPANY TESTS
- Daily
- Optional
- Progressive
SLIDE 67
DAILY SYSTEM
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OPTIONAL SYSTEM
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Progressive system
SLIDE 70
REWARDS
SLIDE 71 Getting visceral
- Bars filling up were nice, but we really
wanted to give some punchy visceral feedback for completing missions.
- Stars slam into place, with sparks, dust
etc.
SLIDE 72
THE STARS
SLIDE 73 SURPRISE MEGA FEATURE
- Becomes a massive draw to the game.
- So many layers of goals! (social, status,
personal, intrinsic, extrinsic…)
SLIDE 74
PRESTIGE
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SLIDE 76 FRUIT NINJA VS. JETPACK
- Smaller audience(?), much much higher
engagement.
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CHAPTER 6: GETTING THAT BASTARD OUT THE DOOR
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PERFORMANCE RANGE
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RETINA
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OH ALSO...
SLIDE 81 FINALLY OUT!!!
- Massive critical reception
- Instant chart success, thanks to cross
promotional efforts and media storm
- Worth the extra 1200% effort
- Could not be happier!
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THANKS!
lmuscat@halfbrick.com
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I KNEW SOMEONE WOULD ASK THIS: