depth in simplicity the making of jetpack joyride
play

DEPTH IN SIMPLICITY: THE MAKING OF JETPACK JOYRIDE Luke Muscat - PowerPoint PPT Presentation

DEPTH IN SIMPLICITY: THE MAKING OF JETPACK JOYRIDE Luke Muscat Chief Creative Officer Halfbrick Studios Introductions! Luke Muscat CCO @ Halfbrick Made these: What the hell is this about? Like a post mortem kind of Lots of


  1. DEPTH IN SIMPLICITY: THE MAKING OF JETPACK JOYRIDE Luke Muscat Chief Creative Officer Halfbrick Studios

  2. Introductions! • Luke Muscat • CCO @ Halfbrick • Made these:

  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! •

  4. CHAPTER #1: A GAME IN 4 weeks

  5. 4 week game?

  6. GOALS / PILLARS • 1 Button • Super accessible • Ad break play • Depth for the hardcore's

  7. THE PROTOTYPE

  8. THE PROTOTYPE

  9. CHAPTER #2: IT BEGINS

  10. PREFACE: JSI / RSO

  11. PROCEDURAL LEVEL GENERATION • <3 Levels • Only designer on 2 projects = time poor

  12. TYPES OF ENTITIES • Zappers • Vehicles • Coins • Rotating Zappers • Lasers • Coin Streaks • Missiles • Missile Streaks • Tokens

  13. INTERVAL SYSTEM • Everything is placed by the interval system. • Every entity type has a probability of occupying next slot.

  14. INTERVAL SYSTEM

  15. INTERVAL SYSTEM

  16. INTERVAL SYSTEM

  17. MIN INTERVALS = UNFAIR

  18. MIN INTERVALS = UNFAIR

  19. Unfair game is unfair

  20. COSTS OF FAILURE • Time lost • Feeling of failure • Friction on starting again (retry loop)

  21. TIME LOST

  22. EMOTIONAL COST

  23. EMOTIONAL COST

  24. EMOTIONAL COST

  25. EMOTIONAL COST

  26. RESTART FRICTION

  27. CHAPTER 3: TESTING TIME

  28. CHRISTMAS 2010

  29. CHRISTMAS 2010

  30. PLAYTESTING NINJA STYLES

  31. PLAYTESTING NINJA STYLES

  32. REVELATIONS • Became obvious that this game needs more time. • Releasing a free, half assed game seems like the wrong move after Fruit Ninja.

  33. 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.

  34. PROBLEM 1: INTENSITY

  35. 3 hearts intensity

  36. COD STYLE INTENSITY

  37. Problem 2: VARIETY How do we add more variety?

  38. Problem 2: VARIETY

  39. Problem 2: VARIETY What if we change the controls...? People HATE it when you do that…

  40. NEW CONTROLS

  41. NEW PACING STRUCTURE

  42. GREAT SUCCESS • Pacing = better • Variety = better • More explosions = more better • Game had a big injection of character • Player’s quickly developed favourites

  43. How dumb can we be?

  44. EASING IN AND OUT • First big play test = last years GDC! • People would often make critical mistakes in close proximity to control changes.

  45. EASING IN AND OUT

  46. EASING IN AND OUT

  47. HOW MANY?

  48. CHAPTER 4: STICKYNESS

  49. FOUNDATION FOR EXPERIMENTATION

  50. NEW GOALS / EXPERIMENTS Make an ultra sticky game • Try out some IAP / economy type stuff • Learn stuff that we don’t know much • about!

  51. THE SHOP! Provide incentive for the player other • than ‘beat my friends’ Allow players to express themselves! •

  52. TIME TO STEAL...

  53. CHAPTER 5: We Are ON A MISSION

  54. 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?

  55. 3 COMPANY TESTS • Daily • Optional • Progressive

  56. DAILY SYSTEM

  57. OPTIONAL SYSTEM

  58. Progressive system

  59. REWARDS

  60. 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.

  61. THE STARS

  62. SURPRISE MEGA FEATURE • Becomes a massive draw to the game. • So many layers of goals! (social, status, personal, intrinsic, extrinsic…)

  63. PRESTIGE

  64. FRUIT NINJA VS. JETPACK • Smaller audience(?), much much higher engagement.

  65. CHAPTER 6: GETTING THAT BASTARD OUT THE DOOR

  66. PERFORMANCE RANGE

  67. RETINA 

  68. OH ALSO...

  69. 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!

  70. THANKS! lmuscat@halfbrick.com

  71. I KNEW SOMEONE WOULD ASK THIS:

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend