Things Learned At GDC - Part 1

Monday, April 02, 2018

Main take-aways from talks I've been to at GDC 2018, at the end of all notes I will put up a list of talks I recommend watching on GDCVault.

This post contains:

1. Good Game Design is like a Magic Trick.
2. Immersing a Creative World into Useable UI.
3. Leadership at the heart of your team.

Next post will contain:

4. Bridging the gap between UX Principles and Game Design.
5. Character Development in Non-Linear Spaces.

1. 'Good Game Design is like a Magic Trick' - Jennifer Scheurle:


  • Favour player/human perception
    • Keep people's flaws in mind.
    • Give the player what they never knew they wanted.
Examples:
  • Bioshock - a game that wants to keep the player engaged while having a focus on narrative
    • The first shot from enemies always misses.
      • Allows the player to orient themselves and plan their next course of action.
    • If the player has more cash, the game would decrease the amount of items dropped, motivating the player to go to the shop.

  • Gears of War
    • New players trying multiplayer for the first time would receive a damage bonus to give them the perception that they were doing better than what they actually did.
    • 95% of players who tried multiplayer for the first time and did not get any kills ended up not returning to multiplayer.

2. 'Immersing a Creative World into Useable UI' - Steph Chow

Research

  • What is the visual culture behind your world?
  • History, Nature, Subculture
Create sample screens based on:
  • Pop-up silhouettes
  • Colour and Texture
  • Typography
  • Shape Language
Research the visual details of movement, culture, museums, movies.

Exploration

'Variety is king.' 
  • How do you immerse your world into UI?
  • Decide immersive UI ingredients.
    • Skeuomorphic / Flat.
    • Diegetic / Non-diegetic.
  • What is the space you're creating for?
    • Tablet, PC, Console, VR
  • What is the level of complication?
    • Information load.
Try different lay-outs based on the information you have.

Iteration

Finding the balance between narrative and UI/UX.

Both narrative and UI/UX need to enable and support the game, not distract from it. They should enhance a frictionless experience.
UI/UX reflects the games' world, it does not compete with it.
  • Readability
    • How is the info displayed and how are we treating info styling?
    • Are we risking style over design?
  • Personality
    • Can I see the worlds' keywords?
    • Am I using the keywords too abstract?
  • Implication
    • How is the balance between interactive vs. non-interactive?
    • Interactions do not have to be literal to references.
  • Scale
    • Can I scale without breaking memory load?
Avoid generic looking UI. 
Invest time into immersing your narrative into the UI.


3. 'Leadership at the Heart of the Team' - Nick Chilano

(Slight focus on animation, but applies to everyone.)

  • Leadership can come from anyone.
  • The importance of soft skills.
    • How do I talk/work with people?
  • Foster your culture.
    • Pillars & philosophies.
  • Create a formula that can be applied to a variety of projects/teams.

Philosophies

  1. Talk early, talk often
    • What are we trying to make?
    • Set intentions.
    • By talking early and often you lower the risk of wasting resources and time.
  2. Context is key.
    • Play your work in the engine, in its' environement. Not stand-alone.
    • Why is something wrong? Why does something feel off?
    • Context will make it easier to pin-point issues.
  3. We are the support class.
    • We support the design/games' need.
    • We do not change or distract from the game.
    • What 'box' do we need to be in?
  4. We are Game Developers first.
    • We always look at the game first.
    • We have to be okay with making sacrifices and giving up on our own personal goals if it distracts from the game. (e.g. this really nifty animation I made, or this awesome VFX I put on a button, or the really in-depth animation of the character putting on their equipment, or this long-winded dialogue which is actually just getting in the way of me trying to shoot a hog.)

Pillars

  1. Camera
    • Read from the games' camera position.
    • Get a quick glimpse from how the player will see it.
    • Understand the 'box' you are in.
  2. Gameplay
    • Animation drives what the player can do.
    • It should be responsive and intuitive.
    • What is best for the game?
  3. Believability
    • The animation should be believable for the world we have created.
    • Do we have low gravity? Do characters have freakishly long spaghetti arms?
  4. Theme
    • Movement is distinct to the characters, they bring life to them.
    • Call them out quickly from silhouettes.

Application

  1. Trust
    • Don't micromanage.
    • Give ownership.
    • Make it safe to fail.
  2. Asset Feedback
    • Focused.
    • Non-lateral.
  3. Hiring
    • Consider your pillars&philosophies.
    • Create questions based on your team culture.
    • There are no wrong answers - these questions are intended to bring out someones thought process.
  4. Alignment
    • Actionable career feedback. Feedback that has practical value for personal and professional growth.
    • Listen and Wait. How do I approach a situation?
    • Transparency. Be honest about your intentions.
  5. Leadership
    • Set intentions as a leader. Example:
      • Stay a small team.
      • Have a large output.
      • Be able to tackle any project.

Closing

  • Lead by example.
    • Believe in what you do.
  • Succession planning.
    • Lay a foundation for those who take over.
  • Include your team in the process.
    • What does your team want to do?
    • What culture do we want to foster?
    • Involve your team in decision-making.
People will rise to the occasion.
Trust, transparency and honesty.
If you believe in it and act on it, your team will follow.
Reiterate and repeat.

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