iPad Game Design -- Develop Liverpool Dec' 2011

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As presented at Develop Liverpool in December 2011.

As presented at Develop Liverpool in December 2011.

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  • about me -- 36peas -- ios, windows/360 about the talk -- ipad as a destination for and inspiration of game design mixed audience -- so something of a mixed set of stuff, nothing particularly technical our history into iPad game design time for questions at the end
  • there a difference there’s a lot of the latter I’m not specifically pro either -- though the former is more interesting
  • ? what is a game mechanic -- rule set to produce game play and the interface/controller on other platforms these are often different things
  • seriously -- you know what it looks like it’s also conveniently void of suggestion blank canvas all i/o is on the device -- unlike console or pc keyb/mouse
  • unlike
  • one of these or a dualshock, or a keyb/mouse whatever pretty specific
  • minority report it’s actually much close to this technically -- but we think of it as more like the controller
  • notice that the controller and the multi-touch screen are both affected by what came before all FPSes use similar button mappings -- note indie games tend not to as much cover: multi-touch; accelerometer (not used much -- ttl good); gps / ar; networked; cameras in ipad2
  • on launch criticm was about big phone new market -- 30m (despite MS’s best effort)
  • THIS IS IMPORTANT osmos
  • also make the point that with more fingers it’s still possible to see
  • it’s unfortunate that on so many levels it looks and works like one made by apple -- a shame
  • iPhone is at the top of the market, but it’s still a phone talking to an ad provider -- iPad ads in more demand iphone ownership is passed on iOS not well suited for multi-user usage
  • other than make bigger versions of ipad games
  • I’m not going to tell you that
  • I’m not going to tell you that mention the 30m thing
  • hybrid of action strategy and puzzle game -- WORKS IN REALTIME generative systems -- and the “change the world” theme from last year’s gamejam
  • view of the game is static REALTIME allows you to feel in control of a lot of stuff
  • 15x15 8x8
  • which is critical b/c of play -- and differing AIs
  • allow for management of different areas of action -- v difficult on iphone because even if you can fit in the screen, your fingers are going to be in the way CAN’T PORT TO IPHONE -- but are elsewhere
  • more complicated user interfaces
  • multi-touch selection the game control is about hybrid of dragon age and dawn of war
  • indepent areas of the screen got different types of interaction allows for more complicated, and more numerous, interfaces
  • wow interface -- buying bigger monitors independent areas of the screen for different types of interaction
  • wow interface -- buying bigger monitors
  • wow interface -- buying bigger monitors
  • thumbs on top of eachother and difficult to build but we are trying to port to phone -- mention later in why not people doing original stuff
  • good adaptation -- it’s not a port -- but it creates the same gameplay feel and uses the same core mechanics
  • very specific game type -- fluid mechanics and dynamic control looks similar
  • but not the same kind of game at all control mechanic is okay and the assets seem overblown -- expectation of the world is high b/c of assets and b/c of original game
  • no re-design on control interface
  • we thought there’d be lots by now is it a commercial issue is it really a design issue?
  • we thought there’d be lots by now is it a commercial issue is it really a design issue?
  • play games in scaled-up mode
  • not the end e.g. -- we’re porting hyperion to pc keyb/mouse & 360
  • think about the interface itself and design for it do not design based on what you know elsewhere ref feedback so far on hyperion genre stuff so far GREAT SOURCE OF INSPIRATION FOR MAKING GAMES
  • follow me for game design, technical and other crap bunch of game dev stuff up on our blog at 36peas -- everything from design to tech to commercial / marketing etc hyperion comes is pending approval -- will likely be up next week
  • you already know the os; you already know the hardware it’s just different -- get on with the design part simplify what you’re doing -- hyperion prototyped and working in the gamejam -- 2 months to finish
  • other talks -- cocos, mine on wednesday game jam -- on tuesday night chris wilson’s links good -- ray wenderlich’s stuff great -- especially if you’re already an iOS dev
  • other talks -- cocos, mine on wednesday game jam -- on tuesday night chris wilson’s links good -- ray wenderlich’s stuff great -- especially if you’re already an iOS dev
  • about me -- 36peas -- ios, windows/360 about the talk -- ipad as a destination for and inspiration of game design mixed audience -- so something of a mixed set of stuff, nothing particularly technical our history into iPad game design time for questions at the end

Transcript

  • 1. iPad game design it’s different? it’s different? it’s different?
    • Gareth Jenkins
    • @36peas
  • 2. iPad specific vs. iPad supported iPad supported iPad supported
  • 3. What is iPad specific?
    • Game designed using the iPad as the primary interface to the game mechanic
    • Game design accentuates the positives of the device instead of adapting to the negatives
  • 4. What does the iPad look like as a game controller?
  • 5.  
  • 6. is it...
  • 7.  
  • 8. ...or...
  • 9. ?
  • 10. Neither -- it’s an iPad
    • Multi touch
    • Accelerometer
    • Microphone
    • GPS
    • Networked / connected
    • and a whole bunch more
  • 11. Isn’t that an iPhone?
  • 12. No...
  • 13. It’s an iPad.
  • 14. It’s bigger.
  • 15.  
  • 16.  
  • 17. Multi-touch interfaces don’t work when you can’t see what you’re interfacing with
  • 18. Also, it’s not a phone
  • 19.
    • The demographic is different
    • The device lifetime is different (though at this stage unknown)
    • It’s more likely a shared device
    • Your player is likely sat on the sofa, not the shitter
  • 20. So what to do with it?
  • 21.
    • Take advantage of the space available
    • Think about appropriate gestures
    • Think about the gaming context (remember this isn’t a phone)
    • Think outside the phone box
    • iPad specific does not mean exclusively iPad
  • 22.
    • Think about potential users:
      • Avid Apple fans
      • Feature users of the iPad
      • “Core” gamers
      • iOS / iPhone gamers
  • 23. Some examples original action concepts original action concepts original action concepts
  • 24.  
  • 25. All the action is on a single iPad screen
  • 26. The play surface is big enough to allow for emergent play
  • 27. And because it’s a single screen, the player can view and interact with the entire play surface
  • 28.  
  • 29. Independent areas of action and interaction
  • 30. More examples Different types of gestures, interfaces and actions Different types of gestures, interfaces and actions Different types of gestures, interfaces and actions
  • 31.  
  • 32. tap and drag to pan/scan
  • 33. multi-touch to select
  • 34. drag to draw paths
  • 35. tap to trigger actions
  • 36.  
  • 37. left hand right hand
  • 38.  
  • 39. left hand right hand
  • 40.  
  • 41.  
  • 42. left hand right hand
  • 43. iPad supported
  • 44. Adapting a game
  • 45.  
  • 46.  
  • 47.  
  • 48. Adapting IP
  • 49.  
  • 50.  
  • 51. It needn’t be complicated
  • 52.  
  • 53. Few iPad exclusives
  • 54.  
  • 55. ** hyp
  • 56. Innovative touch interfaces (that happen to work well on iPad) (that happen to work well on iPad) (that happen to work well on iPad)
  • 57.  
  • 58.  
  • 59. Are you making a game that’ll work on an iPad?
  • 60. Are you making a game for the iPad?
  • 61. iPad game design
  • 62. iPad game design
  • 63. Follow me on twitter -- @36peas twitter -- @36peas Questions?
  • 64. Where to start?
  • 65. Just start
  • 66.
      • Use the iPad itself for:
        • playing other games (duh)
        • screenshots & notes
        • content creation
  • 67.
    • Start simple
    • Use a framework
      • Cosos2d
      • Unity
      • whatever
    • Talk about it
      • Twitter / blog / whatever
      • Join in with others -- game jams
  • 68. iPad game design it’s different? it’s different? it’s different?
    • Gareth Jenkins
    • @36peas