Presentation is loading. Please wait.

Presentation is loading. Please wait.

1) Video Game creation challenges Video Games are created under pressure -Quality -Delay -Budget Video Games are difficult to define -Unknown nature -Multiple.

Similar presentations


Presentation on theme: "1) Video Game creation challenges Video Games are created under pressure -Quality -Delay -Budget Video Games are difficult to define -Unknown nature -Multiple."— Presentation transcript:

1

2 1) Video Game creation challenges Video Games are created under pressure -Quality -Delay -Budget Video Games are difficult to define -Unknown nature -Multiple aspects (software & audiovisual) -Changing and highly competitive -“I don’t know what I want but I want it now”  Can creativity be managed?  Can we manage video game creation?

3 2.a) Interactivity: grammar of Video Games Nature of video games is based on: -Existentialism (What we do…) -Virtuosity pleasure (We are heroes) -Non Cartesian or linear but iterative and empirical Gaming experience is built on: -Call for adventure (Aspiration to believe) -Intuitive controls -Structured loops (Challenges / try / result) Gaming pleasure requires -Instant understanding of goals and means -Constant reward for the player

4 2.b) Meta-features of a Game Typology -Ride & sandbox / Platform (consol, PC, mobile / mono, multi) Original pleasure -R. Caillois / Identification Themes -Universe / Characters (including the player) 3 Cs -Camera / Control / Character 3 Motivations -Minute / Session / Lifetime  Player imaginary

5 2.c) Experience structure Elementary bricks 1)Learning curve 2)Difficulty curve 3)Diversity curve 4)Motivation curve Topology 1)Game locations and situations 2)Game environment

6 Management & creation quality Editorial strategy -Vision: I know what I want and what I don’t -Incubation: The birth Constraint is important -Technical -Budget Appropriation is crucial - Common vision Feel the urge -Master the timing Neat finish -Attention to details  First of all, manage the creativity  Interactivity proposed to the player / one in the team.

7 Management of Creativity? What is it all about?  Not the management of a team made of creative people.  Managing a creative output. © 2005 SolidGame

8 Creative output? A creative output can be: Creative solution Creative idea In fact, an idea is a solution A creative output is: Original Interesting Logical © 2005 SolidGame

9 Creative output in video game dev? Easy to identify creativity in preproduction: Concept Design Right, but not only. Creativity is also during production: Hitting milestones Bug Tracking Team reorganisation Coping with design change © 2005 SolidGame

10 Creativity? What for? What can creativity can bring to your project: Uniqueness USP  “Differentiate or die” - Jack Trout Competitive edge New technology or production method  Can reduce dev. cost Solve problems Transform a constraint into a feature  Like “save” in Prince of Persia or tutorial within the game. Put the player in creative situation Player unlocks a situation a neat creative way  “Wow effect” when he logically understands what to do.  Many more if you’re creative © 2005 SolidGame

11 Creativity, only in video game industry? Not only, we’ll benefit from other fields. First, we’ll go through “scholar examples” Then we’ll see how this fits our needs. In conclusion, we’ll see that what is good for VG is good for other industries… © 2005 SolidGame

12 Various exercises With funny exercises, audience understands the weight carried by human being to innovate: It’s not an easy journey. They’ve been easily tricked and fell into many traps, like in any creativity quest. © 2005 SolidGame

13 All this was Fixation! When we face a situation: We love regular and symmetrical results. We see objects for what they normally do. When we meet a situation we refer to old ones. And also: Objects are seen as entities (Gestalt) Actors’ name example.  Fixation is #1 creativity enemy  By nature, we’re not creative. © 2005 SolidGame

14 Kitchen exercise Being given two missions, people understand that they were more creative with more constraints. It’s a surprise for many.  We lose time with too much freedom  Constraints = More creativity © 2005 SolidGame

15 Part one summary Creative ideas are: Original, interesting, logical Very close to conventional ones Based on “agent” instead of “action” Dedicated to a certain situation To be creative, one must: Fight fixations Set constraints But: Not being told to be creative and wild Not think along the spiral © 2005 SolidGame

16 This defines a Method! Creative ideas are: Original, logical, interesting Very close to conventional ones Based on “agent” instead of “action” Dedicated to a certain situation To be creative, one must: Fight fixations Set constraints But: Not being told to be creative and wild Not think along the spiral © 2005 SolidGame

17 Genrich Altshuller Genrich Saulovich Altshuller ( ) ’47 : Patent department of the Soviet navy Wants to help inventors, reads loads of patents Discover interesting facts and write to Stalin Goes to jail until a year after Stalin’s death  He had invented TRIZ (Russian acronym for Theory of Inventive Problem Solving) TRIZ is now used by scientists and researchers from the entire world (NASA, …) © 2005 SolidGame

18 What Altshuller discovered? Common criteria across creative solutions An invention in a domain is quite often the transposition of a known solution in another field. Technical systems evolve towards the increase of ideality by overcoming contradictions mostly with minimal introduction of resources.  So true in video game dev. and multimedia TRIZ provides a dialectic way of thinking, i.e., to understand the problem as a system, to image the ideal solution first, and to solve contradictions. © 2005 SolidGame

19 TRIZ MATRIX Transposition of a known solution + overcoming contradiction = MATRIX Could TRIZ apply to the video game dev.? On an axis, we want to increase data transfer On the other, no increase bandwidth Proposed principle: Compress This simple example can be expanded (GD,…) Soon: © 2005 SolidGame

20 From TRIZ to ASIT From TRIZ, Roni Horowitz invented ASIT (Advanced Systematic Inventive Thinking) Simpler, efficient for VG, not only “technical” Used by key companies (Intel, Fedex…) Taught in several universities Now in some VG and multimedia companies to develop people and create or refresh IPs ASIT = 2 conditions + 5 thinking tools (3 today) Used to solve problems or create & innovate © 2005 SolidGame

21 ASIT: 2 Conditions NEEDED!! Closed world condition “The inventive solution world does not introduce new kinds of objects that do not appear in the problem world.”  McGyver Qualitative change condition “At least one aggravating factor in the problem world will change into a beneficial or neutral factor”  Barrier (TRIZ: minimal introduction + overcoming contradiction) © 2005 SolidGame

22 2 Conditions in plain English Closed world condition: “Do with what you have!” Qualitative change condition: “Turn problems into advantages” (I hope it helps ;) © 2005 SolidGame

23 ASIT: Preparation phase Define the Problem World Problem objects Environmental objects Determine the wanted action Determine the unwanted phenomenon Derive the wanted action Let’s see a scholar example… © 2005 SolidGame

24 ASIT Tool 1: Unification In UNIFICATION, an object of the PBW will solve the problem: 1) Define the Problem World Problem objects Environmental objects 2) Determine the wanted action Unwanted phenomenon Derive the wanted action 3) Do the UNIFICATION Select an object from the PB world and complete this sentence: “the [ selected object ] will do [ the action ]” 4) Develop and elaborate the newborn idea  Create a live image of the object “fulfilling its duty”.  Think about changing an object or using only a part of it.  People want to kill the idea at this stage, fight for it. © 2005 SolidGame

25 ASIT Tool 2: Multiplication This time, an object of the same kind that one of the PBW will do: 1) Define the Problem World Problem objects Environmental objects 2) Determine the wanted action Unwanted phenomenon Derive the wanted action 3) Do the MULTIPLICATION Select an object from the PB world and complete this sentence: “a new object from the same kind as [ object ] will do [ action ]” 4) Develop and elaborate the newborn idea Example: Lazy fish (solved next slide) © 2005 SolidGame

26 ASIT Tool 3: Object Removal A Problem Object will be removed from the PBW. 1) Define the Problem World Problem objects Environmental objects 2) Check if an object can be REMOVED 3) Develop and elaborate the newborn idea Example: Helicopter, Lunar vehicle  The problem is the opportunity  In advanced tech., a remaining object fulfils the action © 2005 SolidGame

27 ASIT Summary Closed World Condition Qualitative World Condition Problem World Wanted Action ASIT Tools* Unification Multiplication Division Breaking Symmetry Object Removal To learn more about ASIT and TRIZ, visit © 2005 SolidGame

28 Summary Fixations are our main enemies (we’re human beings). Constraining is good (choose the good ones). Being wild or told to be creative is wrong. Creativity can be managed! Methodology can drive to creative ideas. We saw 2 concrete methods (TRIZ and ASIT) Remember: Methods don’t help to be more creative, they help to get creative results! © 2005 SolidGame

29 You came with questions -How can the risks of a development be reduced, particularly those arising from the software-based and collective nature of video game creation? -As even professionals have difficulty defining what a video game is, what basic principles can be used to measure your production risk and ensure a successful production? -Bearing in mind that each person arguably only has one or two good ideas in his or her lifetime, why are long-established teams that have carried out many projects together preferred when it comes to innovating and producing in the video games field? -The success of an IP is measured by the quality of a follow-up, but what is a follow-up? What must be added or changed compared with earlier opuses? © 2005 SolidGame

30


Download ppt "1) Video Game creation challenges Video Games are created under pressure -Quality -Delay -Budget Video Games are difficult to define -Unknown nature -Multiple."

Similar presentations


Ads by Google