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How To Race Squirrels:
Designing and Producing Commissioned Games


Rob Davis
Director, Playniac

Develop Conference, 21 July 2011
Briefs	
  and	
  
                                 User	
  tes;ng	
      Balancing	
  
       Proposals	
  




     Concept	
  
 development	
  and	
            Game	
  assets	
      Wrap	
  up	
  
   wri5en	
  spec	
  


Wireframes	
  
• Use-­‐cases	
                  Paper	
  tes;ng	
  
• Sta;c	
  wireframes	
  
• Interac;ve	
  wireframes	
  
Briefs

  A perfect brief does three things well:

  1.  States the project’s scale, scope and goals

  2.  Defines the creative zone in which the game
      design will happen

  3.  Inspires a good solution

  Some projects start with research…



                    ©2008 Olympic Delivery Authority
Proposals

 •    Good quality writing is critical; graphics are
      important too

 •    This is where you get to explain your idea – go
      for it!

 •    Do you fully understand what you are offering?

 •    Are you confident you can deliver on time and
      on budget?

 •    Can you convey what your game will be like to
      play?

                    ©2008 Olympic Delivery Authority
Briefs	
  and	
  
                                 User	
  tes;ng	
      Balancing	
  
       Proposals	
  




     Concept	
  
 development	
  and	
            Game	
  assets	
      Wrap	
  up	
  
   wri5en	
  spec	
  


Wireframes	
  
• Use-­‐cases	
                  Paper	
  tes;ng	
  
• Sta;c	
  wireframes	
  
• Interac;ve	
  wireframes	
  
Concept Development
 •    Happens before and / or after proposal stage

 •    Absorb the brief / proposal

 •    Assemble expertise from our team, external
      consultants, specialists and / or the client

 •    Brainstorm to develop, expand and then refine
      ideas

 •    Key stage to gather everyone’s input and feed
      into specification stages
Written Spec


 •    If you’ve already written a proposal and that is
      being used as is, skip this stage

 •    Simply 1 paragraph to 2 pages max describing
      the game

 •    Good starting point to save time and risk before
      creating more detailed spec
Briefs	
  and	
  
                                 User	
  tes;ng	
      Balancing	
  
       Proposals	
  




     Concept	
  
 development	
  and	
            Game	
  assets	
      Wrap	
  up	
  
   wri5en	
  spec	
  


Wireframes	
  
• Use-­‐cases	
                  Paper	
  tes;ng	
  
• Sta;c	
  wireframes	
  
• Interac;ve	
  wireframes	
  
Alien Farm use-case
Alien Farm screen flow
Screen grab showing attractor field
Use-cases
 •    Becomes large document that is difficult to
      maintain… And no one wants to (re-)read!

 •    Useful for more procedural software; less useful
      for most games

 •    Does specify game functionality very precisely,
      but leaves little room to maneuver in
      implementation

 •    Doesn’t give a sense of what the game is like to
      play or how the game GUI might work

 •    So we needed a better technique…
Briefs	
  and	
  
                                 User	
  tes;ng	
      Balancing	
  
       Proposals	
  




     Concept	
  
 development	
  and	
            Game	
  assets	
      Wrap	
  up	
  
   wri5en	
  spec	
  


Wireframes	
  
• Use-­‐cases	
                  Paper	
  tes;ng	
  
• Sta;c	
  wireframes	
  
• Interac;ve	
  wireframes	
  
Wireframe for mission select
Finished artwork for mission select
Wireframe for island view
Finished artwork for island view
Wireframe for user dashboard
Finished artwork for user dashboard
Static Wireframe
 •    Gives immediate visual sense of game screens
      and functionality

 •    Allows some GUI design to be done early and in
      an abstract manner

 •    Can be assimilated easily by technical and non-
      technical readers

 •    Useful for design and dev teams

 •    Difficult to get a sense of screen flow and user
      interaction, so…
Briefs	
  and	
  
                                 User	
  tes;ng	
      Balancing	
  
       Proposals	
  




     Concept	
  
 development	
  and	
            Game	
  assets	
      Wrap	
  up	
  
   wri5en	
  spec	
  


Wireframes	
  
• Use-­‐cases	
                  Paper	
  tes;ng	
  
• Sta;c	
  wireframes	
  
• Interac;ve	
  wireframes	
  
Wireframe for shop
Finished artwork for shop
Wireframe for home screen
Finished artwork for home screen
Wireframe for race screen
Finished artwork for race screen – mini game
Finished artwork for race screen
User testing with Interactive wireframe
Interactive Wireframes
  •    All the benefits of a static wireframe

  •    Clear sense of screen flow and some sense of
       game dynamics

  •    Extremely easy to assimilate

  •    Extremely useful for design and dev teams

  •    Easy to maintain once set up

  •    Can be used for live testing with target
       audience
Briefs	
  and	
  
                                 User	
  tes;ng	
      Balancing	
  
       Proposals	
  




     Concept	
  
 development	
  and	
            Game	
  assets	
      Wrap	
  up	
  
   wri5en	
  spec	
  


Wireframes	
  
• Use-­‐cases	
                  Paper	
  tes;ng	
  
• Sta;c	
  wireframes	
  
• Interac;ve	
  wireframes	
  
Sample artwork for deck of 50 game cards
Sample artwork for race track sheets
Aside: MDA model of game
design
 •    Mechanics

 •    Dynamics

 •    Aesthetics

 •    Marc LeBlanc’s game design workshop at GDC
      (www.8kindsoffun.com)

 •    Paper by Hunkicke, Zubek and LeBlank
      (www.cs.northwestern.edu/~hunicke/MDA.pdf)
Paper Testing

 •    Does not convey game mechanics

 •    Establish game dynamics early

 •    Conveys substantial part of game aesthetics

 •    Easy format to refine and tweak game play

 •    Refine game balance early

 •    Fun way to test game with no code
Briefs	
  and	
  
                                 User	
  tes;ng	
      Balancing	
  
       Proposals	
  




     Concept	
  
 development	
  and	
            Game	
  assets	
      Wrap	
  up	
  
   wri5en	
  spec	
  


Wireframes	
  
• Use-­‐cases	
                  Paper	
  tes;ng	
  
• Sta;c	
  wireframes	
  
• Interac;ve	
  wireframes	
  
Early character
sketch
Early character
sketch
Early colour-
blocked artwork
Early colour-
blocked artwork
artwork
Game assets
 •    Share early and share often

 •    Test with users

 •    Meet with client and/or use online collaboration
      tools like Basecamp to manage the
      conversation

 •    Be ready to refine and tweak; be ready to throw
      away and rework

 •    “Champion the user” - keep the finished game
      and the audience in mind
Briefs	
  and	
  
                                 User	
  tes;ng	
      Balancing	
  
       Proposals	
  




     Concept	
  
 development	
  and	
            Game	
  assets	
      Wrap	
  up	
  
   wri5en	
  spec	
  


Wireframes	
  
• Use-­‐cases	
                  Paper	
  tes;ng	
  
• Sta;c	
  wireframes	
  
• Interac;ve	
  wireframes	
  
Video capture with game alpha
Detailed analysis of user data
User Testing
 •    Be clear with team and client exactly what is
      being tested

 •    Test at several stages, from look and feel to
      alpha / beta

 •    Invaluable feedback direct from target audience

 •    Chance for dev team, design team and client to
      “see the game through new eyes”

 •    Very honest – be ready for heart-warming
      compliments and gut-wrenching criticism

 •    A lot of analysis to be done with results
Briefs	
  and	
  
                                 User	
  tes;ng	
      Balancing	
  
       Proposals	
  




     Concept	
  
 development	
  and	
            Game	
  assets	
      Wrap	
  up	
  
   wri5en	
  spec	
  


Wireframes	
  
• Use-­‐cases	
                  Paper	
  tes;ng	
  
• Sta;c	
  wireframes	
  
• Interac;ve	
  wireframes	
  
Balancing




At mission control we can tweak and tune settings in the game…
…affecting our players who are far away, perhaps 8 or more hours of
game-play in the future.
                               Image courtesy of NASA
Image courtesy of NASA
Equations for
mood and energy
Energy / stats / xp / money cycles
Testing team
Google Analytics: Minutes to XP level
Google Analytics: Money at XP level
Google Analytics:
Team names
Balancing
 •    Start with a system-wide strategy and the right
      formulae

 •    Start with paper test findings

 •    Refine using the user test results

 •    Refine using testing company results

 •    Refine using using Google Analytics or any
      other data capture techniques

 •    Iterate until it’s right
Briefs	
  and	
  
                                 User	
  tes;ng	
      Balancing	
  
       Proposals	
  




     Concept	
  
 development	
  and	
            Game	
  assets	
      Wrap	
  up	
  
   wri5en	
  spec	
  


Wireframes	
  
• Use-­‐cases	
                  Paper	
  tes;ng	
  
• Sta;c	
  wireframes	
  
• Interac;ve	
  wireframes	
  
Wrap up

  •    This approach is the framework used for many
       of our productions

  •    Every project is unique

  •    Sometimes one or more stages don’t apply,
       sometimes they get re-ordered

  •    Sometimes the whole approach goes out the
       window…
Rob Davis
Director
                                   Internships:	
  Want	
  to	
  get	
  
Playniac                           involved?	
  Drop	
  me	
  a	
  line.	
  



rob(at)playniac(dot)com            Speaking	
  at	
  GDC	
  Europe	
  in	
  Aug:	
  
                                   "Where's	
  the	
  fun?	
  How	
  to	
  test	
  
www.playniac.com                   your	
  game	
  before	
  you	
  build	
  a	
  
@playniac                          thing"	
  	
  



www.facebook.com/RacingSquirrels
@RacingSquirrels

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"How To Race Squirrels" at Develop Conference in Brighton, 21st July 2011

  • 1.
  • 2. How To Race Squirrels: Designing and Producing Commissioned Games Rob Davis Director, Playniac Develop Conference, 21 July 2011
  • 3. Briefs  and   User  tes;ng   Balancing   Proposals   Concept   development  and   Game  assets   Wrap  up   wri5en  spec   Wireframes   • Use-­‐cases   Paper  tes;ng   • Sta;c  wireframes   • Interac;ve  wireframes  
  • 4. Briefs A perfect brief does three things well: 1.  States the project’s scale, scope and goals 2.  Defines the creative zone in which the game design will happen 3.  Inspires a good solution Some projects start with research… ©2008 Olympic Delivery Authority
  • 5. Proposals •  Good quality writing is critical; graphics are important too •  This is where you get to explain your idea – go for it! •  Do you fully understand what you are offering? •  Are you confident you can deliver on time and on budget? •  Can you convey what your game will be like to play? ©2008 Olympic Delivery Authority
  • 6. Briefs  and   User  tes;ng   Balancing   Proposals   Concept   development  and   Game  assets   Wrap  up   wri5en  spec   Wireframes   • Use-­‐cases   Paper  tes;ng   • Sta;c  wireframes   • Interac;ve  wireframes  
  • 7. Concept Development •  Happens before and / or after proposal stage •  Absorb the brief / proposal •  Assemble expertise from our team, external consultants, specialists and / or the client •  Brainstorm to develop, expand and then refine ideas •  Key stage to gather everyone’s input and feed into specification stages
  • 8. Written Spec •  If you’ve already written a proposal and that is being used as is, skip this stage •  Simply 1 paragraph to 2 pages max describing the game •  Good starting point to save time and risk before creating more detailed spec
  • 9. Briefs  and   User  tes;ng   Balancing   Proposals   Concept   development  and   Game  assets   Wrap  up   wri5en  spec   Wireframes   • Use-­‐cases   Paper  tes;ng   • Sta;c  wireframes   • Interac;ve  wireframes  
  • 12. Screen grab showing attractor field
  • 13. Use-cases •  Becomes large document that is difficult to maintain… And no one wants to (re-)read! •  Useful for more procedural software; less useful for most games •  Does specify game functionality very precisely, but leaves little room to maneuver in implementation •  Doesn’t give a sense of what the game is like to play or how the game GUI might work •  So we needed a better technique…
  • 14. Briefs  and   User  tes;ng   Balancing   Proposals   Concept   development  and   Game  assets   Wrap  up   wri5en  spec   Wireframes   • Use-­‐cases   Paper  tes;ng   • Sta;c  wireframes   • Interac;ve  wireframes  
  • 16. Finished artwork for mission select
  • 18. Finished artwork for island view
  • 19. Wireframe for user dashboard
  • 20. Finished artwork for user dashboard
  • 21. Static Wireframe •  Gives immediate visual sense of game screens and functionality •  Allows some GUI design to be done early and in an abstract manner •  Can be assimilated easily by technical and non- technical readers •  Useful for design and dev teams •  Difficult to get a sense of screen flow and user interaction, so…
  • 22. Briefs  and   User  tes;ng   Balancing   Proposals   Concept   development  and   Game  assets   Wrap  up   wri5en  spec   Wireframes   • Use-­‐cases   Paper  tes;ng   • Sta;c  wireframes   • Interac;ve  wireframes  
  • 26. Finished artwork for home screen
  • 28. Finished artwork for race screen – mini game
  • 29. Finished artwork for race screen
  • 30. User testing with Interactive wireframe
  • 31. Interactive Wireframes •  All the benefits of a static wireframe •  Clear sense of screen flow and some sense of game dynamics •  Extremely easy to assimilate •  Extremely useful for design and dev teams •  Easy to maintain once set up •  Can be used for live testing with target audience
  • 32. Briefs  and   User  tes;ng   Balancing   Proposals   Concept   development  and   Game  assets   Wrap  up   wri5en  spec   Wireframes   • Use-­‐cases   Paper  tes;ng   • Sta;c  wireframes   • Interac;ve  wireframes  
  • 33. Sample artwork for deck of 50 game cards
  • 34. Sample artwork for race track sheets
  • 35.
  • 36.
  • 37.
  • 38. Aside: MDA model of game design •  Mechanics •  Dynamics •  Aesthetics •  Marc LeBlanc’s game design workshop at GDC (www.8kindsoffun.com) •  Paper by Hunkicke, Zubek and LeBlank (www.cs.northwestern.edu/~hunicke/MDA.pdf)
  • 39. Paper Testing •  Does not convey game mechanics •  Establish game dynamics early •  Conveys substantial part of game aesthetics •  Easy format to refine and tweak game play •  Refine game balance early •  Fun way to test game with no code
  • 40. Briefs  and   User  tes;ng   Balancing   Proposals   Concept   development  and   Game  assets   Wrap  up   wri5en  spec   Wireframes   • Use-­‐cases   Paper  tes;ng   • Sta;c  wireframes   • Interac;ve  wireframes  
  • 46.
  • 47.
  • 48. Game assets •  Share early and share often •  Test with users •  Meet with client and/or use online collaboration tools like Basecamp to manage the conversation •  Be ready to refine and tweak; be ready to throw away and rework •  “Champion the user” - keep the finished game and the audience in mind
  • 49. Briefs  and   User  tes;ng   Balancing   Proposals   Concept   development  and   Game  assets   Wrap  up   wri5en  spec   Wireframes   • Use-­‐cases   Paper  tes;ng   • Sta;c  wireframes   • Interac;ve  wireframes  
  • 50.
  • 51.
  • 52.
  • 53.
  • 54. Video capture with game alpha
  • 55. Detailed analysis of user data
  • 56. User Testing •  Be clear with team and client exactly what is being tested •  Test at several stages, from look and feel to alpha / beta •  Invaluable feedback direct from target audience •  Chance for dev team, design team and client to “see the game through new eyes” •  Very honest – be ready for heart-warming compliments and gut-wrenching criticism •  A lot of analysis to be done with results
  • 57. Briefs  and   User  tes;ng   Balancing   Proposals   Concept   development  and   Game  assets   Wrap  up   wri5en  spec   Wireframes   • Use-­‐cases   Paper  tes;ng   • Sta;c  wireframes   • Interac;ve  wireframes  
  • 58. Balancing At mission control we can tweak and tune settings in the game…
  • 59. …affecting our players who are far away, perhaps 8 or more hours of game-play in the future. Image courtesy of NASA
  • 62. Energy / stats / xp / money cycles
  • 65. Google Analytics: Money at XP level
  • 67. Balancing •  Start with a system-wide strategy and the right formulae •  Start with paper test findings •  Refine using the user test results •  Refine using testing company results •  Refine using using Google Analytics or any other data capture techniques •  Iterate until it’s right
  • 68. Briefs  and   User  tes;ng   Balancing   Proposals   Concept   development  and   Game  assets   Wrap  up   wri5en  spec   Wireframes   • Use-­‐cases   Paper  tes;ng   • Sta;c  wireframes   • Interac;ve  wireframes  
  • 69. Wrap up •  This approach is the framework used for many of our productions •  Every project is unique •  Sometimes one or more stages don’t apply, sometimes they get re-ordered •  Sometimes the whole approach goes out the window…
  • 70.
  • 71. Rob Davis Director Internships:  Want  to  get   Playniac involved?  Drop  me  a  line.   rob(at)playniac(dot)com Speaking  at  GDC  Europe  in  Aug:   "Where's  the  fun?  How  to  test   www.playniac.com your  game  before  you  build  a   @playniac thing"     www.facebook.com/RacingSquirrels @RacingSquirrels