A case study on an indie project that was approved by the Kickstarter community. The presentation shares insights on the game’s concept featuring elements from Romanian’s comunist period to the game’s design and visuals
Similar to Cristian Diaconescu, Founder Sand Sailor Studio - Black The Fall: the story behind the game (How to Web Conference 2014 - Game Development Track)
Video Game Making and Mind Reading Game ConsoleAnup Yadav
Similar to Cristian Diaconescu, Founder Sand Sailor Studio - Black The Fall: the story behind the game (How to Web Conference 2014 - Game Development Track) (20)
2. WHERE IS THE GAME INDUSTRY GOING?
Open-world survival games are pretty cool also!
Massively multiplayer online
games are hot—right?
Episodic games are the new thing!
Games for the iPhone
are the new frontier!
No, wait, Facebook games
are really where it’s at!
4. WHAT WE KNOW IS THAT
No one has the slightest idea where games will be two or three years from now
Games in a ten years will be very DIFFERENT from what we have now
5. WHAT ELSE DO WE KNOW?
THE PEOPLE WHO ARE GOING TO
DRIVE THAT CHANGE ARE
US
6. WHY DEVELOP INDIE GAMES?
Because it's COOL!
Because innovation tends to happen in LOW-FINANCIAL-RISK areas. Small independent studios are flexible.
They take more risks and innovation in game mechanics is more likely to happen.
Because video games are not only about entertainment but also about creating EMOTION.
A friend told me once: "I want to play a game that makes me cry!”
8. BLACK THE FALL IS AN INDIE GAME
I'M HERE TO TALK ABOUT THE STORY BEHIND IT
The story behind:
GAME DESIGN
THE CONCEPT
THE VISUALS
9. GAME DESIGN
A game design principle says:
“Mash two ideas together to get a new one”
e.g.: TAKE a platformer, ADD"fast" -- YOU GET speedruns
Another exemple:
TAKE a side scrolling with puzzle solving elements, ADD “shooting and stealth system” – YOU GET
Black The Fall
10. GAME DESIGN - PUZZLE SOLVING
• The player has to:
• jump & climb,
• slide or hide
• discover how to operate machinery
• The environment isn't just for hiding, and guns
aren't just for killing
• Of course, solving one problem may lead to
another
11. GAME DESIGN – STEALTH SYSTEM
The player is able to:
− use the environment to his advantage.
− develop tactics
− use timing in order to pass, kill or avoid foes.
12. GAME DESIGN – BALANCING
interesting gameplay comes when the player's GOALS are somehow CONTRADICTORY
Black the fall's somehow CONTRADICTORY goals:
− having a good reputation & gaining access to resources
− having a pet & hiding
13. GAME DESIGN – HIGH INTERACTIVITIY
HIGH INTERACTIVITY = the player has a strongly proactive role
The story unfolds directly from WHAT THE PLAYER SEES AND DOES
I become impatient if forced to sit back and be told a story
I like games that avoid:
− lengthy dialogues,
− chunks of clumsy exposition,
− extended full motion videos (FMVs) that remove control from the player
It is possible TO TELL A STORY IMPLICITLY and with great economy, you do not need lots of dialogue
14. GAME DESIGN – PROTOTYPING
Why is this important?
Because you can learn so much from it.
If you prototype early, you will write better, cleaner and more efficient code later.
Do this or:
write down many hundred pages of a game design document
and start to think endless hours about how to implement everything.
15. THE CONCEPT
EXPERIENCE THE ALIENATION OF
A POST-INDUSTRIAL ERA IN A
THRILLING SIDESCROLLER;
A STRANGE AND UNEXPECTED
BLACK AND WHITE DREAM
17. Black The Fall gives you:
A PARANOID WORLD:
The wheels of industry have fallen silent, an iron grip tightens.
Everyone you meet is a potential enemy, an informer, a criminal.
A TAILORED EXPERIENCE:
Our unique stealth & combat system fits your personal style of playing.
AN UNEXPECTED CHALLENGE:
Deadly riddles lay in wait for the unwary.
Think twice before you act -- or shoot your way out, but every action has consequences...
THE CONCEPT
19. THE VISUALS - BLACK AND WHITE
working within CONSTRAINTS leads to
IMPROVED CREATIVITY
giving yourself a limited box to work in
is a classic creative tool
less is more
20. THE VISUALS - 2.75 D CAMERA
It's like a 2.5D sidescroller but the camera
doesn't film you just form the side
We're using the camera CINEMA STYLE:
closing in, moving out, filming from 3
quarters, from bellow
We do all that to build a special relation
between the PLAYER and his AVATAR
We're really ambitious about it too. We
really want to give players an emotional
ride
21. THE VISUALS - ANIMATION
It's that KEY ELEMENT that brings your
character to life.
Our animation system allows for
COMPLEX INTERACTIONS with the
environment as well as with the NPCs
It gives NEW DEPTH to the game's
atmosphere
22. THE VISUALS - COMPOSITION
having very BIG and very SMALL
in the same image, as I feel it
stands for overcoming grave
dangers
it's the David vs Goliat image
or maybe Bilbo vs Smaug?
23. THE VISUALS - CHARACTER DESIGN
the visual print of a character stands for
it's personality and the role:
the GOOD GUYS are portraid in
organic, fluid line
the BAD GUYS have blunt and bulky
surfaces
24. THE VISUALS - UNIQUE INSPIRATION SOURCE
Black The Fall has an unique inspiration source:
OUR COMMUNIST CHILHOOD