In this expert talk, Renaud Forestié, Gameloft Montreal's Gameplay Director, reveals how his team of five can design a mobile game in just two to fourteen days by focusing on the game-feel and experience. Renaud will share Gameloft's design best practices for speeding up and improving the quality of design iterations. You'll leave the session with an overview of a process for creating compelling and memorable experiences in a very short timeframe while gaining valuable insight into your game's potential.
18. 2. FOCUS ON THE UNKNOWN
• Don’t prototype things that already work
• Identify core features
• What’s unique to your game
• Not just gameplay, but also art,
sound, and more
26. 6. MOVE FAST AND FIX THINGS
• Solid foundations will allow you to iterate faster
• Prepare for experiments
• Separate structure and functionality from look
and feel
28. 7. PICK THE RIGHT TOOLS
• Main tool :
Game engine, Photoshop, Powerpoint,
After Effects, Pen and paper…
• Toolbox :
Houdini, Jenkins / HockeyApp, Gitlab, MMTools
40. PITCH
• Pacman with abilities
• Thieves and cops
• Setting : Arsene Lupin / Sherlock Holmes
41. DAY 1 - MOVEMENT
• Quick iterations to get the feeling
right
• Grid based movement that doesn’t
feel clunky
• Tons of options to play with : speed,
acceleration, deceleration, auto
move, direction queue, and more.
42. DAY 2 – COLLISIONS
AND CAMERA
• Raycast based collision detection
• Reuse of pre-created blocks to build
the modular grid
• Cinemachine for the camera
43. DAY 3 - AI
• A* from the Asset Store
• Custom tweaks to fit the grid
movement controller
44. DAY 4 - ABILITIES
• Tested phasing, teleport and jump
• Settled for jump after a few user tests
• Modular ability system, ready for
more
45. DAY 5 - COINS
• Basic highscore system
• Automatic coin generation (works
whatever the grid)
• Easy to tweak rewards and positions
46. DAY 6 – CONTROLS
• Three alternate control modes to pick
from
• Customizable dead zones, gravity etc
• Also supports keyboard / gamepad
for testing purposes (and switch port)
47. DAY 7 – MORE ABILITIES
• Adding a new ability is super fast
• Custom inspectors for game
designers
48.
49.
50. DAY 7 - MOCKUP
• Mix of free stuff from the asset store,
previous projects and new quick and
dirty blocks
• Fast lighting setup
69. MORE ABOUT FEEDBACKS
• Microinteractions - Designing with Details
by Dan Saffer
• Juice it or lose it
Martin Jonasson & Petri Purho
• "The art of screenshake"
Jan Willem Nijman from Vlambeer