Level Design Case Studies: Cut the Rope Semyon Voinov ZeptoLab - - PowerPoint PPT Presentation

level design case studies cut the rope
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Level Design Case Studies: Cut the Rope Semyon Voinov ZeptoLab - - PowerPoint PPT Presentation

Level Design Case Studies: Cut the Rope Semyon Voinov ZeptoLab What is Cut the Rope? Initially released on October 5th 2010 in Apple App Store Average game session length: 3 min Average user rating in App Store: 4.86/5 Over 100m


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Level Design Case Studies: Cut the Rope

Semyon Voinov ZeptoLab

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What is Cut the Rope?

  • Initially released on October 5th 2010 in

Apple App Store

  • Average game session length: 3 min
  • Average user rating in App Store: 4.86/5
  • Over 100m downloads (free&paid combined)
  • Om Nom eats an average of 24 million

candies per day

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The gameplay

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The goals in level design

  • Make player feel smart
  • Appeal both to casual

and advanced players

  • Keep players hungry

for more

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Our principles in level design

  • 1. Positive reinforcement
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Our principles in level design

  • 2. Self-manageable difficulty
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Our principles in level design

  • 3. Enable planning

(not trial and error)

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Our principles in level design

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Our principles in level design

  • 4. The solution of the level

should look logical, elegant and reproducible.

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Our principles in level design

  • 5. Level design shouldn’t uncover the weaknesses
  • f the game/engine.
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Our principles in level design

  • 6. Tutorial level shouldn’t be

passable without using the principle it explains.

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Our principles in level design

  • 7. It’s Ok to break those rules.
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Levels order

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Adding new gameplay elements

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Data driven decisions

User reviews

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Data driven decisions

Facebook polls

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Data driven decisions

Game Center

Weekly submitted scores

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Data driven decisions

Flurry

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Results So Far

  • More than 900 levels created, around 400 used

in the games (CtR Original & Experiments)

  • Around 22 gameplay elements created
  • Players want more!
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Thank you!

semyon@zeptolab.com www.zeptolab.com