Your SlideShare is downloading. ×
0
iPad game design it’s different? it’s different? it’s different? <ul><li>Gareth Jenkins </li></ul><ul><li>@36peas </li></ul>
iPad specific  vs.  iPad supported iPad supported iPad supported
What is iPad specific? <ul><li>Game designed using the iPad as the primary interface to the game mechanic </li></ul><ul><l...
What does the iPad look like as a game controller?
 
is it...
 
...or...
?
Neither -- it’s an iPad <ul><li>Multi touch </li></ul><ul><li>Accelerometer </li></ul><ul><li>Microphone </li></ul><ul><li...
Isn’t that an iPhone?
No...
It’s an iPad.
It’s bigger.
 
 
Multi-touch interfaces don’t work when you can’t see what you’re interfacing with
Also, it’s not a phone
<ul><li>The demographic is different </li></ul><ul><li>The device lifetime is different (though at this stage unknown) </l...
So what to do with it?
<ul><li>Take advantage of the space available </li></ul><ul><li>Think about appropriate gestures </li></ul><ul><li>Think a...
<ul><li>Think about potential users: </li></ul><ul><ul><li>Avid Apple fans </li></ul></ul><ul><ul><li>Feature users of the...
Some examples original action concepts original action concepts original action concepts
 
All the action is on a single iPad screen
The play surface is big enough to allow for emergent play
And because it’s a single screen, the player can view and interact with the entire play surface
 
Independent areas of action and interaction
More examples Different types of gestures, interfaces and actions Different types of gestures, interfaces and actions Diff...
 
tap and drag to pan/scan
multi-touch to select
drag to draw paths
tap to trigger actions
 
left hand right hand
 
left hand right hand
 
 
left hand right hand
iPad supported
Adapting a game
 
 
 
Adapting IP
 
 
It needn’t be complicated
 
Few iPad exclusives
 
** hyp
Innovative touch interfaces  (that happen to work well on iPad) (that happen to work well on iPad) (that happen to work we...
 
 
Are you making a game that’ll work on an iPad?
Are you making a game for the iPad?
iPad game design
iPad  game design
Follow me on  twitter -- @36peas twitter -- @36peas Questions?
Where to start?
Just start
<ul><ul><li>Use the iPad itself for: </li></ul></ul><ul><ul><ul><li>playing other games (duh) </li></ul></ul></ul><ul><ul>...
<ul><li>Start simple </li></ul><ul><li>Use a framework </li></ul><ul><ul><li>Cosos2d </li></ul></ul><ul><ul><li>Unity </li...
iPad game design it’s different? it’s different? it’s different? <ul><li>Gareth Jenkins </li></ul><ul><li>@36peas </li></ul>
Upcoming SlideShare
Loading in...5
×

iPad Game Design -- Develop Liverpool Dec' 2011

3,139

Published on

As presented at Develop Liverpool in December 2011.

0 Comments
2 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total Views
3,139
On Slideshare
0
From Embeds
0
Number of Embeds
3
Actions
Shares
0
Downloads
11
Comments
0
Likes
2
Embeds 0
No embeds

No notes for slide
  • 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 &amp; 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 of "iPad Game Design -- Develop Liverpool Dec' 2011"

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

      Clipping is a handy way to collect important slides you want to go back to later.

    ×