subscribe to the RSS Feed

Wednesday, March 10, 2010

What Game Designers can learn from “Avatar”

Posted by Brice on January 21, 2010

avatar-poster-neytiri

Avatar recently became the second highest grossing film of all time, bested only by James Cameron’s previous blockbuster, Titanic.  I was skeptical at first when I saw the trailer, but the box office numbers pushed me over the edge and finally got me in the theater seats, and I was certainly not disappointed.

A film this successful accomplishes so much; whether you are a western anti-mainstream individualist or not, you must appreciate how difficult it is to make a single film that can touch the hearts of so many millions of viewers around the world.  The special effects and artistry put into the world were of course breathtaking and the story…well, we’ll get to that in a minute.

Avatar offers some great lessons to game designers who are looking to reach a broad audience through an magnificent work of art.  While there is much to learn from Cameron’s masterpiece, there are two main aspects that struck me as particularly timely to today’s game development landscape.  Indie developers are especially encouraged to read on.

[Note that this post is full of spoilers.  Proceed at your own risk if you haven't seen the film.]

You Don’t Have to Always Be Original

When I was younger and more foolish, I used to think that in order to create something great, to design a great game, to tell a great story, it had to be original.  It had to be made up of things that no one had done before, all my own ideas.  If everyone else was making first person shooters, I would make a 2D puzzle-adventure mash up.  If the industry was telling stories about love, I would tell a story about existentialism.  Go against the grain, as they say. WAIT! There is more to read… read on »

Making Jump-Out-Of-Your-Seat Moments in a Game

Posted by Brice on January 4, 2010

In our final article detailing the Game Design Canvas, we talked about the Aesthetic Layout, the icing on the cake, the visuals and sounds and interaction methods that give games their artistic spark.  Many games are revered for their gameplay, but not as many games nowadays are praised for fun Aesthetic Layouts.

However, this is still an area ripe for innovation.  Playing with visuals, sound, or interaction in a way that hasn’t been done before is a highly underestimated way to add originality and memorable moments to games.  Some of my all time favorite anecdotes from childhood game experiences come from these little Aesthetic surprises, that are built not from the Base Mechanics or the P&R Systems, but from the developer’s fun ideas about making it more than a game and bringing it into a real world experience.

To illustrate, I’d like to highlight three of my favorite Aesthetic surprises, all of which made me practically jump out of my seat and say, “Wow!  This is so fun!”  With an open mind centered around a game’s Core Experience, developers can easily create these kinds of moments in their own games.  Thinking outside the box in this area also makes your game very noteworthy; it’s definitely the kind of moment that would be shared online or in person with fellow players.

Note that this post contains spoilers for all three of these titles.  So if you’re ready, my three picks for the best jump-out-of-your-seat-moments:

Star Tropics’ Secret Letter

Startropics

This one goes waaaaaaay back.  In this tidy little action adventure title for the Nintendo Entertainment System, the player sailed and yo-yo’d all over the world in search of their lost uncle.  The puzzles were simple, consisting mostly of Zelda-style button and switch challenges.  The battle system was fun and the music was snappy; not a bad title in my book. WAIT! There is more to read… read on »

The Game Design Canvas: Aesthetic Layout

Posted by Brice on December 31, 2009

Photo: Creativity+Timothy K Hamilton

Who cares if the main character is wearing silver armor or an orange cloak?  Does it really matter if your military troop is fighting in Europe or Asia?  There can’t be any difference between a game about saving the world, and one your one true love, right?

It does matter.  In fact it matters a great deal.  The sights and sounds and feeling contribute to the Core Experience of a game like no other part of the game can.  They are what make games a true art form instead of pure science, they are what make games closer to theater than arithmetic, painting than to geometry.  These artistic strokes are the skin that the world will see view the game, its face, its exterior.

Welcome to the fifth and final component of the Game Design Canvas: the Aesthetic Layout.

The Bells and Whistles

Hardcore gamers, and even some game developers, often tend to think of games exclusively as mechanical systems.  This is expected, because these types of people have typically played so many games that they’ve become experts.  Trained to analyze and dissect, they see through the smoke and boil the game down from bells and whistles to gears and oil.  All of the other systems we’ve talked about within the Game Design Canvas, the Base Mechanics, the Punishment and Reward Systems, and the Long Term Incentive, are all of these gears.  And once they see under the hood, they manipulate the gears as much as possible to get what they want. WAIT! There is more to read… read on »

Making Great Pixel Art with Free Graphics Tools

Posted by Brice on November 13, 2009

[In this guest post supplied by Chris Denyer, he discusses simple ways that anyone working on an indie title can make their game look prettier with some sleek pixel art techniques.  His article originally appeared on The Daily Click.]

There is absolutely NO excuse to make an ugly game.

NONE whatsoever.

So often, we see examples of games that are just plain ugly. There’s so little attention to detail, it’s nauseating.

In art circles it’s a fairly established fact that ability isn’t a huge limiter. Obviously some people have more talent than others, but talent is simply a jumpstart. Like some people can do larger, harder sums in their head because math is their talent. For the rest of us mere mortals, we learn techniques that enable us to work out that same sum on paper.

At the end of the day, the answer is the same, just worked out using rules and logic as opposed to natural ability.

The principle with making a good-looking game is similar. Not everyone is going to make a game with glorious pixel art and smoothly framed animations. However, when you look at some of the games posted here, the authors simply have no idea.

This article’s purpose is to rectify that situation, and point out a few hints and techniques that should enable anyone to make a game that looks PRETTY!  (wooyay) WAIT! There is more to read… read on »

Why Use Pixel Art? Choosing a Great Art Style for Your Game

Posted by Brice on October 16, 2009

Photo: ila fox

If you’ve played an independent game title, the kind made by one developer working part time with a dream, then chances are you’ve seen a game made using pixel art.  For the uninitiated, pixel art is where the artwork and art assets in a game are drawn pixel by pixel, in the style of classic 8-bit or 16-bit video games.  Of course all games use pixels in truth, but art pixel games tend to exaggerate the size of them and stick to a limited color palette.  Spelunky is a recent indie game that uses this style:

Image: Derek Yu

Your gut reaction to these games is probably one of two things: WAIT! There is more to read… read on »