Sesión técnica sobre Game Design, Gameplay y metologías agile para proyectos profesionales de videojuegos.
Será conducida por Christian Gascons, CEO y fundador de FrozenShard Games (http://www.frozenshard.com/), estudio con oficinas en Barcelona desde el cuál se han creado videojuegos como el Sports Quiz 2013 o World War II: TCG, y que actualmente está desarrollando su próximo lanzamiento: Castles.
PROGRAMA DETALLADO
•Presentación de Frozenshard: proyectos desarrollados (Castles vs World War II: TCG)
• Game Design: Recursos (Tamaño del equipo; Fuentes de financiación: Crowdfunding + outsourcing); Herramientas (UDK, Unity, SVN, GIMP, GDrive, etc…); La idea; La hoja de Ruta (organización, distribución de tareas, planificación…); Pre-launch (testeo, marketing, promoción, …); Post-launch (Mantenimiento y actualizaciones, cómo fidelizar a los jugadores, métricas de seguimiento, marqueting, viralidad, visibilidad, )
•El proyecto Castles
•El juego World War II: TCG
•Gameplay (cómo hacer la experiencia del juego “apasionante”)
•Metologías ágiles – Scrum: qué son; la metología Scrum; lo mejor de la metodología; en qué casos se puede usar; cómo aplicarla en equipos pequeños; reuniones; roles; documentación
Se trata de una actividad gratuita, pero en caso de estar interesado/a tienes que confirmar asistencia enviando un mensaje de correo electrónico a: informatica@eug.es
8. What do I need?
1. The resources
2. The idea
3. The roadmap
4. Pre-launch
5. Post-launch
6. Marketing
8
9. The idea I
● Find a motivation
● Find team strengths and reinforce weaknesses
● Think what to do before doing it
● Don’t make a simple idea into a complex one
● Empower motivations (prototype/video of your
game?)
9
10. The idea II
● Find innovative
products (people
gets bored of the
same game)
● What makes your
game original?
NOTHING
10
11. What do I need?
1. The resources
2. The idea
3. The roadmap
4. Pre-launch
5. Post-launch
6. Marketing
11
13. What do I need?
1. The resources
2. The idea
3. The roadmap
4. Pre-launch
5. Post-launch
6. Marketing
13
14. Pre-launch
● Q&A: Test the game before shipping it,
players are not testers!
● Start the marketing before the launch, let
the world know you are there
● Clear, readable description & keywords
for your game
14
15. Pre-launch
● Promote the game
o Empower the
virality of the
game
o Spread the word
(youtube, twitter,
press releases)
15
40. Key Concepts
› Simplicity
› Resource system
› Playing and upgrading cards
› Abilities
› Double lane & No graveyard
› Game Modes
› 3 Card types
› Social
40
45. Key Concepts
› Simplicity
› Resource system
› Playing and upgrading cards
› Abilities
› Double lane & No graveyard
› Game Modes
› 3 Card types
› Social
45
47. Key Concepts
› Simplicity
› Resource system
› Playing and upgrading cards
› Abilities
› Double lane & No graveyard
› Game Modes
› 3 Card types
› Social
47
49. Key Concepts
› Simplicity
› Resource system
› Playing and upgrading cards
› Abilities
› Double lane & No graveyard
› Game Modes
› 3 Card types
› Social
49
51. Key Concepts
› Simplicity
› Resource system
› Playing and upgrading cards
› Abilities
› Double lane & No graveyard
› Game Modes
› 3 Card types
› Social
51
53. Key Concepts
› Simplicity
› Resource system
› Playing and upgrading cards
› Abilities
› Double lane & No graveyard
› Game Modes
› 3 Card types
› Social
53
55. Key Concepts
› Simplicity
› Resource system
› Playing and upgrading cards
› Abilities
› Double lane & No graveyard
› Game Modes
› 3 Card types
› Social
55
57. Key Concepts
› Simplicity
› Resource system
› Playing and upgrading cards
› Abilities
› Double lane & No graveyard
› Game Modes
› 3 Card types
› Social
57
59. Key Concepts
› Simplicity
› Resource system
› Playing and upgrading cards
› Abilities
› Double lane & No graveyard
› Game Modes
› 3 Card types
› Social
59
64. Monetization
› On F2P games
› Speed leveling up stuff / access to new
features.
› Access the full game
› Remove ads?
› As long as you don’t disturb the balance…
64
76. Gameplay II
76
› Games are puzzles
› When you play a
game you will only
play it until you
master the pattern
› Once mastered, the
game becomes
boring
77. Gameplay III
› Players will play your game until it gets
boring
› Enjoy while learning to play, no more
boring tutorials
› Easy to learn, hard to master
77
78. Gameplay IV
78
› Players seeking to
advance in a
game will always
try to optimize
what they’re doing
88. How to add meaning to your
game?
› The secret is in the little details..
› Recommended video: “The art of
ScreenShake – Ja Willem Nijman (from
Vlambeer)
88
89. How to add meaning to your
game?
“The art of Screenshake” · Vlambeer’s Ja Willem
Nijman’s Gameplay Demo
89
90. How to add meaning to your
game?
› Build awesome First user experience
› Bigger bullets, fire rate…
› Screen Shake
› Camera kick, camera LERP
› Corpses & shells permanence
› Gun kicking
› Smoke effects, slow-motion
› Make it a challenge
90
93. Why agile?
› It has been proved: “It Works”
› Rapid delivery
› Reduces overall risk
› It’s a must for videogame development
Iterative planning + feedback loops
Easy adaptability to changing requirements
93
94. What’s interesting
Scrum
› 2-4 weeks iterations
› Changes in Sprints
not allowed
› Priority depends on
the Product Owner
XP (Extreme Progr.)
› 1-2 weeks iterations
› Changes in Sprints
allowed
› Work in strict priority
order
94
102. Sprint (or Iteration)
102
› Daily
› 10-15’
› Standing!
1. What did you do
2. What will you do
3. Any impediments?
103. Is applicable if…
› You are able to fill a Product backlog
› You have a team
› You have a Product Owner (PO)
› You have a Scrum Master (SM) (can be
anyone)
103