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        More from the Less of Design
         Game and Level Design with the 80 / 20 Principle




                  IVAN BERAM – GAME & LEVEL DESIGNER
                                  ● FALLOUT TACTICS (MICRO FORTÉ)
                                  ● FAR CRY (CRYTEK)



sELFiNDUCEDcOMA.com
COMMENTARY: the original talk was given at Free Play
(Melbourne, 2007) where I was invited to talk on design. It
was based on a design feature published in Develop
magazine (2003). A bit ironically, it in itself was based on a
talk I was invited to give on design at the GDC (San Jose,
2002) but due to circumstances, I was unable to give.

Knowing how useless most talk slides are without the
prepared speech – a series of simple points, or a series of
images, bordering on meaningless. I've rewritten mine in
more detail allowing someone to read the slides and have a
better idea of what I actually meant by them. Especially if
they didn't attend the talk, hopefully providing clarity.

These slides have also been updated and expanded for this
web version. Enjoy!
TALK OVERVIEW                                       100%



     This talk should cover:
     ➔ An overview of the theory behind the
     underlying principle discussed.
     ➔ The principle applied to level design –
     with an example level.
     ➔ The principle applied to game
     development.
     ➔   The principle applied poorly.                   20%



                                                         0%


0%                                          80%   100%
TALK OVERVIEW                                       100%



     This talk should cover:
     ➔ An overview of the theory behind the
     underlying principle discussed.
     ➔ The principle applied to level design –
     with an example level.
     ➔ The principle applied to game
     development.
     ➔   The principle applied poorly.                   20%



           With the odd digression.                      0%


0%                                          80%   100%
THE MODULAR NATURE OF GAMES
Simply put:
➔All
   games are comprised of smaller
components: levels
➔ Levels are comprised of even smaller
components: game mechanics
➔ Mechanics are comprised of even smaller
components yet: game objects.
THE MODULAR NATURE OF GAMES
Simply put:
➔All
   games are comprised of smaller
components: levels
➔ Levels are comprised of even smaller
components: game mechanics
➔ Mechanics are comprised of even smaller
components yet: game objects.

From this base of largely generic (and
modular) components, we create complexity and
variation in the player's gaming experience.
THE MODULAR NATURE OF GAMES
Simply put:
➔All   games are comprised of smaller
   Commentary: Player's want more from their playing
components: levels tired of being confronted with
   experiences, they grow
   the same graphics and gameplay of old. They want
➔ Levels are comprised of even smaller
   more variation and depth in their playing experience;
components: game mechanics
   they want every inch of the game world to be new,
   exciting and entertaining. And even though budgets do
➔ Mechanics are comprised of even smaller
   increase in order to meet such demands, it never
components yet: game objects. Focusing on the
   seems quite enough if not inadequate.
   key 20% helps us in meeting their expectations, with
   our limited less, in way of budget and resources.
From this base of largely generic (and
modular) components, we create complexity and
variation in the player's gaming experience.
THE LOPSIDED SUCCESS OF GAMES
Successful developers understand:
➔Thatdue to technology and budget (time &
money) constraints, that this is a necessity.
➔ They use this constraint so as to focus on
what will give them the most returns for effort.
➔ But they have done so, either intentionally
or not, by utilising an underlying principle.
THE LOPSIDED SUCCESS OF GAMES
Successful developers understand:
➔Thatdue to technology and budget (time &
money) constraints, that this is a necessity.
➔ They use this constraint so as to focus on
what will give them the most returns for effort.
➔ But they have done so, either intentionally
or not, by utilising an underlying principle.

This is not a new astounding discovery, the
underlying principle has been known and
utilised in a diverse range of industries.
THE LOPSIDED SUCCESS OF GAMES
Successful developers understand:
➔Thatdue to technology and budget (time &
        Commentary: If we look at successful
money) constraints, ascertain that a necessity.
        titles, we may that this is they have
          better utilised their fixed budgets for
➔ They use this constraint so as to focus on
          developing components that enabled
what will them to create more with their less – effort.
           give them the most returns for
          creating more diversity and complexity.
➔ But they have done so, eithercreated
          Those less successful, have intentionally
or not, by utilising complex and less modular
          fewer more an underlying principle.
          components – less creating less.

This is not a new astounding discovery, the
underlying principle has been known and
utilised in a diverse range of industries.
THE 80/20 PRINCIPLE
Also known by:
➔The Pareto Law,

➔   Principle of Least Effort,
➔   Principle of Imbalance,
                                   EFFORT   RESULTS
➔   Less is More,
➔   The Iceberg Effect,
➔   Function before Form
➔   KISS (Keep-It-Simple-Stupid)
And the list goes on...
THE 80/20 PRINCIPLE
Also known by:
➔The Pareto Law,

➔   Principle of Least Effort,
➔   Principle of Imbalance,
                                   EFFORT      RESULTS
➔   Less is More,
➔   The Iceberg Effect,               These are all
                                         differing
➔   Function before Form             expressions, of
                                          the same
➔   KISS (Keep-It-Simple-Stupid)       principle at
And the list goes on...                     work.
THE 80/20 PRINCIPLE
States the following:
➔That  80% of the end-result is
derived from just 20% of the
contributing effort.
➔ While the majority of effort,      EFFORT   RESULTS
will only contribute a minority to
the end results – the flip-side.
➔ It is not a static ratio but can
be found as: 90/5, 60/30, etc.
The lopsidedness, is always
the same, rarely 50/50
THE 80/20 PRINCIPLE
States the following:
➔That  80% of the end-result is
derived from just 20% of the
contributing effort.
➔ While the majority of effort,      EFFORT      RESULTS
will only contribute a minority to
the end results – the flip-side.       It does not just
                                         apply to the
➔ It is not a static ratio but can         effective
be found as: 90/5, 60/30, etc.           aspects, but
                                          also to the
The lopsidedness, is always              ineffective.
the same, rarely 50/50
THE 80/20 PRINCIPLE... HISTORICALLY
THE 80/20 PRINCIPLE... HISTORICALLY

 Utilised at the heart of
 many industries, such as
the automobile industry –
  first by the Japanese,
  then later in the west.
THE 80/20 PRINCIPLE... HISTORICALLY
THE 80/20 PRINCIPLE... HISTORICALLY




  Also the driving force
   behind the increasing
 rate of performance and
quality of computer chips
in achieving moore's law.
THE 80/20 PRINCIPLE... HISTORICALLY

It doesn't just apply to the effective
  aspects, but to the ineffective as
well – 80% of bugs (symptoms) are
 caused by 20% of the code; 80%
of poor gameplay stems from 20%
 (of the deficiencies) of the game.



  Also the driving force
   behind the increasing
 rate of performance and
quality of computer chips
in achieving moore's law.
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
                     I've utilised a CS
                    hostage map of mine
                 called: Biohazard. With
                  pics showing both old
                   and newer texturing.
THE PRINCIPLE APPLIED TO LEVELS
                        I've utilised a CS
                       hostage map of mine
                    called: Biohazard. With
                     pics showing both old
                      and newer texturing.

              Though the map is multiplayer focused,
              there are many singleplayer elements
              in place. This was intentional, in that I
              wanted to demonstrate competency not
              just in multiplayer 3D level design, but
              also, in the often more complex
              singleplayer 3D level design and
              scripting. In this case heavily scripted
              with a popular (at the time) multiplayer
              bot, with over 700 scirpted waypoints.
THE PRINCIPLE APPLIED TO LEVELS
In the level example 80/20 was utilised:
➔In its initial planning phase, resulting in a well
defined high-level concept to be achieved, with
clear goals and methods.
➔Resulting in utilising a modular (less from more)
design approach in creating a flexible building set.
➔This allowed for rapid prototyping, testing and
production of the base level itself – and gameplay
from very early on.
THE PRINCIPLE APPLIED TO LEVELS
In the level example 80/20 was utilised:
➔In its initial planning phase, resulting in a well
defined high-level concept to be achieved, with
clear goals and methods.
➔Resulting in utilising a modular (less from more)
design approach in creating a flexible building set.
➔This allowed for rapid prototyping, testing and
production of the base level itself – and gameplay
from very early on.

Key to use: focus on the 20% that will get you
  80% of the end result. Be results focused.
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS




                     Modular
                  “lego-block”
                  building set
                  with optional
                  objects (80%)
THE PRINCIPLE APPLIED TO LEVELS


      Commentary: It is much easier to finish
      something than it is to start it. By
      rapidly filling in the blank canvas (level)
      with these generic building
      components, we now only need finish
      (polish) it. Applying the 20% of effort
                                     Modular
      that will attain 80% of the end result,
                                 “lego-block”
      and a unique level and playing
      experience. Sometimes building set
                                  limitations,
      provide advantages as with optional
                                 well.
                                 objects (80%)
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS




                     It creates many
                    varied play spaces
                     and interesting
                   nooks – some with a
                    “sandbox” quality.
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
                     Another example of
                     this at work. Also
                     shows some of the
                      elements with a
                     “snap-on” nature –
                       like walkways.
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
                     Interiors utilised
                    the same elements in
                      differing mixes.
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
                     But in some cases
                    more unique mixes or
                    elements were added.
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
                     Including unique
                     structures like
                       this tower.
THE PRINCIPLE APPLIED TO LEVELS
                          Including unique
                          structures like
                            this tower.




This is a key aspect to
 80/20 design. As it is
  this 20% that is the
   differentiator and
      quality adder
THE PRINCIPLE APPLIED TO LEVELS
                                   Including unique
                                   structures like
                                     this tower.



                          This tower, like much of the
                          existing internal objects. Were
                          actually downloaded prefabs
                          which were heavily modified to
This is a key aspect to
                          better fit my purposes, as well as,
 80/20 design. As it is   limit poly count. Prefabs saved
  this 20% that is the    creation time, even if, a great deal
   differentiator and     was built from scratch.
      quality adder
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
                        Elements like
                    additional scripting
                    more commonly found
                      in singleplayer:
                        gives 80/20.
THE PRINCIPLE APPLIED TO LEVELS
                        Elements like
                    additional scripting
                    more commonly found
                      in singleplayer:
                        gives 80/20.



                         In this case,
                           mines that
                            could be
                        detonated from
                          the tower...
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS

You could also
  use a fixed
  machinegun
from the tower
   as well.
THE PRINCIPLE APPLIED TO LEVELS

You could also
  use a fixed
  machinegun
from the tower
   as well.


However, these were
     exercises in
  scripting; as CS
  itself would not
   count any frags
 from these towards
a player's score...
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS




A switch within
   the tower,
  controlled a
security gate...
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
                       This gate, was
                        the only way
                         to get the
                        hostages out
                          without a
                            hitch.
THE PRINCIPLE APPLIED TO LEVELS
                       This gate, was
                        the only way
                         to get the
                        hostages out
                          without a
                            hitch.
THE PRINCIPLE APPLIED TO LEVELS
                         This gate, was
                          the only way
                           to get the
                          hostages out
                            without a
                              hitch.
However, it was
  not the only
  way into the
hostage area...
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
                      Other scripting,
                       added ways into
                     the facility, such
                        as blowing an
                     entry hole in the
                       outer fence...
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
                       Another way in,
                      were via tunnels.
                     Claustrophobic, and
                       offering little
                      cover from attack.
THE PRINCIPLE APPLIED TO LEVELS
                       Another way in,
                      were via tunnels.
                     Claustrophobic, and
                       offering little
                      cover from attack.
THE PRINCIPLE APPLIED TO LEVELS
                        Another way in,
                       were via tunnels.
                      Claustrophobic, and
                        offering little
                       cover from attack.




 They were also
mined, and needed
 night-vision to
   traverse...
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
                    The whole map, was
                    scripted to support
                     play by bot (AI)
                         players...
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
 Pick-ups, as found
   in singleplayer
  levels, were also
   added. They were
   low-end weapons,
 like a bolt-action
   rifle; but, they
   could provide a
  player only armed
with a pistol, with
an edge early on in
 the match of games
    to be played.
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS

 Used in the map,
 my prototype was
   utilised to
define the shape,
 size and look of
   the modular
 buildings within
the entire level.
THE PRINCIPLE APPLIED TO LEVELS

 Used in the map,
 my prototype was
   utilised to
define the shape,
 size and look of
   the modular
 buildings within
the entire level.



  Design was planned out to begin with, creating a high-level concept
  and a methodology of production – modular building design allowing
  for rapid prototyping and construction of base level.
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
 Atmospheric elements like time-of-day, time-of-year, weather
in way of environmental sound, lighting and effects. Can create
   two very different levels with drastically different gameplay,
            even if you do not change anything else.
THE PRINCIPLE APPLIED TO LEVELS
 Atmospheric elements like time-of-day, time-of-year, weather
in way of environmental sound, lighting and effects. Can create
   two very different levels with drastically different gameplay,
            even if you do not change anything else.

                                           In this case, this
                                              darkened room,
                                           drastically alters
                                          the tone of gameplay
                                          to the same room if
                                             it were lit – a
                                            small change can
                                                make a big
                                          difference (80/20).
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS




  Most CS maps at the time, failed to utilise atmospheric
          ambient sound in their levels. At all.
THE PRINCIPLE APPLIED TO LEVELS

 This map, had the
  tension building
rumbling thunder and
chirping crickets of
   a summer storm.
Along with the storm
 skybox, it created
   the feeling of
 impending feverish
      ferocity.


     Most CS maps at the time, failed to utilise atmospheric
             ambient sound in their levels. At all.
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
 Inside areas had differing
    sounds for different
thematic impact, such as the
whine of generators, hum of
computers, or, the throbbing
of viral fermentation vats.
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
   It's easy to forget how much sound adds to the
experience, even if the bare minimum, when we tend
        to focus on what we can see foremost...
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS

                 Made use of a black-ops
                  “bio-weapons research
                  gone awry” theme, with
                 thematic hints, so as to
                       add further
                  differentiation to the
                 playing experience from
                 the status quo – as well
                 as to act as a “scenario
                   wrapper” for common
                    mission mechanics.
THE PRINCIPLE APPLIED TO LEVELS
Commentary: As the player
progresses through the game, he
encounters the same mission-         Made use of a black-ops
mechanics (ambush, assault,           “bio-weapons research
evade, locate, etc) in differing      gone awry” theme, with
mixes. They are differentiated via   thematic hints, so as to
a scenario-wrapper – supported             add further
via environments, entities and        differentiation to the
game mechanics. A good               playing experience from
scenario can be utilised in
                                     the status quo – as well
creating a diverse and original
playing experience for the player.   as to act as a “scenario
It is one of the areas that can        wrapper” for common
impact the most in creating             mission mechanics.
“diversity” (80/20).
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
                      Most maps at the
                       time – and most
                        still for CS.
                      Were a series of
                       rooms linked by
                          corridors,
                         creating the
                        illusion of a
                         large space.
THE PRINCIPLE APPLIED TO LEVELS
The map is a large      Most maps at the
 non-linear space,       time – and most
     with many            still for CS.
interesting paths.      Were a series of
                         rooms linked by
                            corridors,
                           creating the
                          illusion of a
                           large space.
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
                       You can play
                        around the
                       buildings...
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
                      You can play
                      on top of the
                      buildings...
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
                       You can play
                        underneath
                       buildings...
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
                       You can play
                         through
                       buildings...
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
              Pacing (linearity / nonlinearity)
              can also drastically change the
              gameplay of a level. Something
              also dependent on linearity, is the
              revisiting of locales from another
              perspective. For example, you
              see an upper walkway that you
              currently cannot reach. Later on
              you find yourself on this walkway,
              seeing where you have been.
              Twisting paths let you see areas
              from a new perspective, providing
              a renewed experience from the
              same space. Providing new
              tactical options and challenges.
THE PRINCIPLE APPLIED TO LEVELS
                   Pacing (linearity / nonlinearity)
                   can also drastically change the
                   gameplay of a level. Something
                   also dependent on linearity, is the
                   revisiting of locales from another
                   perspective. For example, you
                   see an upper walkway that you
                   currently cannot reach. Later on
                   you find yourself on this walkway,
                   seeing where you have been.
This approach to   Twisting paths let you see areas
 design, let me    from a new perspective, providing
maximise playing   a renewed experience from the
area: more from    same space. Providing new
  less (80/20).    tactical options and challenges.
THE PRINCIPLE APPLIED TO LEVELS
 However, it was     Pacing (linearity / nonlinearity)
also the source of   can also drastically change the
   my technical      gameplay of a level. Something
headache. The old    also dependent on linearity, is the
 engine, was not     revisiting of locales from another
                     perspective. For example, you
 designed for it
                     see an upper walkway that you
 (80/20 at work).    currently cannot reach. Later on
                     you find yourself on this walkway,
                     seeing where you have been.
This approach to     Twisting paths let you see areas
 design, let me      from a new perspective, providing
maximise playing     a renewed experience from the
area: more from      same space. Providing new
  less (80/20).      tactical options and challenges.
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS




                   Half-Life engine at
                  that time, was 5 years
                   old and based on the
                     original Quake 2
                 engine. It was designed
                   to run on much older
                  hardware, and, did not
                     make full use of
                      current tech's
                      capabilities.
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS



      Limited faces, a
predetermine limit, not a
  realistic limit but an
outdated one. Resulted in
 the level's development
 being plagued by a weird
brush-entity popping bug,
    where objects would
 disappear and reappear.
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS
               The level was never meant to be a
               final release, just an example of work.
               However, if I had kept these
               “limitations” in focus from the start –
               done more thorough research and
               testing. Done this part of the 80/20
               equation, I would have achieved a
               better end result with less headaches.
THE PRINCIPLE APPLIED TO LEVELS
Summarising some key points:
➔The building-set was designed to be as generic
and modular as possible, with elements able to be
mixed-matched to create something unique and
complex from innately simple objects.
➔ Few unique elements were created and added,
but, these added the 20% that gives the 80% of the
end result – at least in art.
➔  Due to design goals, level had far more sandbox-
esque scripting complexity (bots, triggers, items,
etc), that would be more commonly found in
singleplayer levels than a Counterstrike map.
THE PRINCIPLE APPLIED TO LEVELS
Summarising some key points:
➔There was a stronger than usual scenario and
theme present in the level. This was intentional.
THE PRINCIPLE APPLIED TO LEVELS
 Summarising some key points:
 ➔There was a stronger than usual scenario and
 theme present in the level. This was intentional.

 Levels are made up of
generic game / mission
 mechanics. It is the
scenarios that we wrap
around these that make
    the “difference”
 (80/20). Otherwise a
  level would be just
 more of the same that
      came before.
THE PRINCIPLE APPLIED TO LEVELS
THE PRINCIPLE APPLIED TO LEVELS




        Same level, better textures,
            better results...?!
THE PRINCIPLE APPLIED TO LEVELS
Summarising some key points:
➔ Though I have aptitude, I am not an artist.
Creating new art assets like textures and models
was a NO as far as I was concerned, however...
THE PRINCIPLE APPLIED TO LEVELS
Summarising some key points:
➔ Though I have aptitude, I am not an artist.
Creating new art assets like textures and models
was a NO as far as I was concerned, however...

                            Clearly good art can
                            do wonders. Just make
                            sure that you follow
                               the principle of
                            function before form:
                              interactivity. In
                                this case, the
                               sculpture has a
                             scenario function.
THE PRINCIPLE APPLIED TO LEVELS
Areas that could have been better from the start:
➔Should   have realised that at least sourcing art for
the level. Would have resulted in a better finish.
THE PRINCIPLE APPLIED TO LEVELS
Areas that could have been better from the start:
➔Should   have realised that at least sourcing art for
the level. Would have resulted in a better finish.
Interface into the game world is a visual one,
           we are visual creatures.
THE PRINCIPLE APPLIED TO LEVELS
Areas that could have been better from the start:
➔Should   have realised that at least sourcing art for
the level. Would have resulted in a better finish.
Interface into the game world is a visual one,
           we are visual creatures.

➔Technology.  If I had done this part of the
planning, done my research into how to achieve
my goals (one large “room” with Half-Life engine!),
I would not have wasted as much time fixing bugs.
THE PRINCIPLE APPLIED TO LEVELS
Areas that could have been better from the start:
➔Should   have realised that at least sourcing art for
the level. Would have resulted in a better finish.
Interface into the game world is a visual one,
           we are visual creatures.

➔Technology.  If I had done this part of the
planning, done my research into how to achieve
my goals (one large “room” with Half-Life engine!),
I would not have wasted as much time fixing bugs.
 80/20 at work, this time 80% of my headaches
came from 20% of the bugs in pushing old tech.
NOW APPLIED TO GAMES...
Common traps, mixing up needs with wants:
➔ Mistaking a scenario, however good, as a
replacement for gameplay – games are an active
entertainment, not a passive one.
➔Mistaking  art as a substitute for gameplay –
function before form, so where is the interactivity?
➔Mistaking    technology for gameplay – sure it
creates great visuals, but again, where is the
interactivity, where is the functionality?
NOW APPLIED TO GAMES...
Common traps, mixing up needs with wants:
➔ Mistaking a scenario, however good, as a
replacement for gameplay – games are an active
entertainment, not a passive one.
➔Mistaking  art as a substitute for gameplay –
function before form, so where is the interactivity?
➔Mistaking    technology for gameplay – sure it
creates great visuals, but again, where is the
interactivity, where is the functionality?
 What these have in common, is that they have
  taken the 80% that was easy to create, and
mistaken it for the 20% that matters the most.
NOW APPLIED TO GAMES...
NOW APPLIED TO GAMES...

Fantastic raw
 technology.
NOW APPLIED TO GAMES...

Fantastic raw
 technology.                Great visual
                              effects =
                             great art.
NOW APPLIED TO GAMES...

Fantastic raw
 technology.                Great visual
                              effects =
                             great art.




 Traces of an
  interesting
   scenario.
NOW APPLIED TO GAMES...

Fantastic raw
 technology.                 Great visual
                               effects =
                              great art.




 Traces of an
  interesting
   scenario.                 Where was the
                            gameplay... ?!
NOW APPLIED TO GAMES...
NOW APPLIED TO GAMES...
  Modelling of
missing back-end
 game mechanics
  like: soft /
   hard cover.
NOW APPLIED TO GAMES...
  Modelling of
missing back-end
 game mechanics
  like: soft /
   hard cover.




Modelling of the
  important and
 missing front-
 end behaviours
     to AI.
NOW APPLIED TO GAMES...
  Modelling of
                             Now we are
missing back-end
                               getting
 game mechanics
                            somewhere: a
  like: soft /
                           playable demo!
   hard cover.




Modelling of the
  important and
 missing front-
 end behaviours
     to AI.
NOW APPLIED TO GAMES...
  Modelling of
                             Now we are
missing back-end
                               getting
 game mechanics
                            somewhere: a
  like: soft /
                           playable demo!
   hard cover.




Modelling of the
  important and        And it does not
 missing front-       need to be 100%.
 end behaviours        Just enough to
     to AI.            achieve 80/20!
NOW APPLIED TO GAMES... demos
    Commentary: Playable prototype / gameplay
     are another expression and effective use of 80/20.
     They focus development so as to achieve your
  Modelling vision, sooner. It does so by focusing on the
     project's of                                      Now we are
missing back-endorder to bring your vision to life and
     20% needed in                                       getting
 gamedemonstrate a viable concept. It may do so with
       mechanics
                                                     somewhere: a
  like: soft /
     various elements missing or implied in place – not
                                                    playable demo!
     complete robust systems, but quick and dirty solutions
   hard cover.
     to fill in the pieces. It is not meant to be the final result,
     just a template and validator for the rest of the game.
     Doing so earlier as a polished vertical-slice – in
     modern development nomenclature – will solidify the
Modelling of the / vision within everyone's mind.
     game's concept
  important and                                  And it does not
 missing front-Cry didn't just focus on the 80% that 100%.
     However, Far                               need to be
 end everyone else had (indoor) but the 20%Just enough to
     behaviours                                    that no one
     else AI. (outdoor and a compelling AI). achieve 80/20!
     to had                                        You will have
     to do the same with your game.
NOW APPLIED TO GAMES...
In the arena of the professionals:
➔  More methodologies and practices that either
utilise this principle or tend to have it at the very
heart of them, are becoming the norm: OO
programming, analysis and design – Agile / XP.
➔ Tools: today are becoming more object-oriented
and “end-results-sooner” driven: WYSIWYG.
NOW APPLIED TO GAMES...
In the arena of the professionals:
➔  More methodologies and practices that either
utilise this principle or tend to have it at the very
heart of them, are becoming the norm: OO
programming, analysis and design – Agile / XP.
➔ Tools: today are becoming more object-oriented
and “end-results-sooner” driven: WYSIWYG.

        Tools themselves are a powerful
    expression and facilitators of the 80/20
             principle, however...
NOW APPLIED TO GAMES...
NOW APPLIED TO GAMES...




   It is important to
 remember, that 20% of
the features in way of
  available tools, or
  tools / features you
   will develop; will
  provide you with the
      80% in way of
 productivity that you
     really needed.
NOW APPLIED TO GAMES...

                         Tools allow designers to simply
                         and quickly create content for your
                         game. Tools that reduce the
                         number of stages between asset
   It is important to    creation and visualisation in-game,
 remember, that 20% of   reduce the likelihood that
the features in way of   something can go wrong –
  available tools, or    WYSIWYG (80/20). Both Fallout
  tools / features you   Tactics and Far Cry had such
   will develop; will    editors, allowing for playtesting of
  provide you with the   levels from within the actual editor.
      80% in way of
 productivity that you
     really needed.
THE PRINCIPLE APPLIED POORLY
There are cases where less is less and more is
even more of less. So, here are some examples
to help you NOT use the 80/20 principle poorly.
Or more importantly, not use it as an excuse to
do less – believe me, most gamers will not be
fooled by such attempts at laziness ;).
THE PRINCIPLE APPLIED POORLY
THE PRINCIPLE APPLIED POORLY

                 Having both a real-time and turn-
                 based option to play the game as
                 in Fallout Tactics. Each required
                 compromises so the other could
                 work, resulting in two modes but
                 with neither achieving their full
                 potential. Creating a diminished
                 overall experience for the player,
                 along with, an increase in
                 production time due to balancing.
                 It's generally a waste of
                 development resources as well.
THE PRINCIPLE APPLIED POORLY
THE PRINCIPLE APPLIED POORLY




Commentary: Creating unique non-generic objects that are highly
recognisable and complex structures, and then using them all over the
place; the player will notice this repetition, even if you differentiate these
in some way – which depending on context, may be difficult to achieve. It
can only work in a limited or “special case” context, like the premise for a
level and only for that level. An example of this taken to the extreme, is
the original Halo. Whole level sections (not just singular objects), terrain,
objects, enemies and even scripting. Repeated over and over again to
the brink of repetitive canyon and valley, nauseating boredom.
THE PRINCIPLE APPLIED POORLY
THE PRINCIPLE APPLIED POORLY


   Causing players to
exhaust time and effort
in reaching interesting
     and attractive
locations, with nothing
 interesting to find,
such as an obstacle to
overcome or a reward to
be found; can leave the
     player feeling
 frustrated – function
      before form.
THE PRINCIPLE APPLIED POORLY
THE PRINCIPLE APPLIED POORLY
Part of the Fallout experience
up until Fallout Tactics, were
the “Random Encounters.” These
 were mini-missions randomly
   generated as the player
 traversed the game map from
   one mission to the next.
THE PRINCIPLE APPLIED POORLY
Part of the Fallout experience
up until Fallout Tactics, were
the “Random Encounters.” These
 were mini-missions randomly
   generated as the player
 traversed the game map from
   one mission to the next.

                        Though historically part
                       of the RPG game, and we as
                       the development studio were
                       contracted to develop them.
                       They added very little to
                       the strategy (RTT / TBT)
                       game beyond some “special”
                       encounter novelty.
THE PRINCIPLE APPLIED POORLY
Part of the Fallout experience
up until Fallout Tactics, were
the “Random Encounters.” These
 were In my opinion, they actually detracted from the overall
        mini-missions randomly
   generated the title by player
       quality of as the their generic gameplay
 traversed theWhich was ill-suited compared to the
       blandness.
                       game map from
       specificity of the tactical squad gaming of the Fallout
   one Tactics missions the next.nothing beyond irritating
         mission to – achieving
        and frustrating the player more than necessary. The
        time and resources spent on these could have been part
                                     Though historically
        better utilised in polishingof the RPG of the game. we as
                                    other aspects game, and
                                    the development studio were
                                    contracted to develop them.
                                    They added very little to
                                    the strategy (RTT / TBT)
                                    game beyond some “special”
                                    encounter novelty.
IMPORTANT TO REMEMBER
You may be thinking that this is perhaps a “lazy”
approach to design. It is not:
➔ Important to realise that though this approach is
not a “lazy” one, it is however an economical one.
➔Otherwise    you will merely overwork yourself with
trying to create something far too perfect in every
little minor detail – regardless of its “impact.”
➔ You will also still need to do the other 80%,
however, you should be able to do this far more
smartly:
IMPORTANT TO REMEMBER
You may be thinking that this is perhaps a “lazy”
approach to design. It is not:
➔ Important to realise that though this approach is
not a “lazy” one, it is however an economical one.
➔Otherwise    you will merely overwork yourself with
trying to create something far too perfect in every
little minor detail – regardless of its “impact.”
➔ You will also still need to do the other 80%,
however, you should be able to do this far more
smartly:
 Th!nk: modular building-set = quick 80% majority.
     Th!nk: unique structures = 20% key minority.
IMPORTANT TO REMEMBER
You may be thinking that point clear, you will find
     Commentary: to make a this is perhaps a “lazy”
approachnot all of the “80%” need be attempted. Some
     that to design. It is not:
       of it is crucial, as you do need such tech / features
➔ Important to realise the core gameplay. However,
       – as they are part of that though this approach is
not a much is one, itthathowever an economical one.
       “lazy” just fat is can be trimmed in that it adds
       very little or nothing to the end-result to warrant the
➔Otherwise you will merely overwork yourself with
       effort. But what you really must be vigil against, is
trying that createof your level / mod /too perfect inthe
        to which will actually takefar game.diminish every
       end quality
                      something away and
little minor detail – regardless of its “impact.”
      Which you implement depends on what your (core
➔ You will also still need whetherthe other it in
     gameplay) vision is and to do it supports 80%,
however, you rich interactive experience.this far more
     creating a should be able to do
smartly:
 Th!nk: modular building-set = quick 80% majority.
     Th!nk: unique structures = 20% key minority.
IMPORTANT TO REMEMBER
IMPORTANT TO REMEMBER




Commentary: You could say in Fallout Tactics, that this “building-set”
concept was taken to the extreme due to the tile-based 2D engine and
tools – even if 2D was also a limitation. Not only where the tiles very
modular in use, but the NPCs themselves were very versatile. You could
set their individual hair, skin, armour and clothing colours – along with
what weapons and equipment they had, and, AI scripting. Allowing
greater depth in control in creating variation in experience for the player.
IMPORTANT TO REMEMBER
IMPORTANT TO REMEMBER
               When the more the level
              assets / art is modular.
              Then the easier it is to
                diversify and create
              something “original” and
              complex from the generic.
              It also has a tendency to
              become more functional in
              usage to a finer-grain –
             like this “tactical” gaming
                  focused junkyard.
IMPORTANT TO REMEMBER
                                When the more the level
   Commentary: In contrast to the generic building modular.
                               assets / art is
   set, excessive objects that appear different but it is to
                               Then the easier
   act exactly the same as another or others. and create
                                  diversify Leads
   to a lot of unnecessary clutter in design “original” and
                               something and
   confusion in the player. Like two weapons with generic.
                              complex from the
   differing models, sounds It also has yettendency to
                              and animations, a
   have exactly the same stats – same gameplay.
                              become more functional in
   Or, a race that is exactly the sameto another,
                               usage as a finer-grain –
   just cosmetically different. Worse than“tactical” gaming
                            like this this, are
   those that do nothing at all – a focused junkyard.
                                    tease. Something
   that demands investigation to see what it does,
   but, will never do anything interesting at all.
IMPORTANT TO REMEMBER
IMPORTANT TO REMEMBER
              The use of prefabricated
               structures and objects,
             allows us to quickly create
             a base structure – once we
              have our foundation, all
                  that is left is to
             differentiate it to create
                  something unique.
IMPORTANT TO REMEMBER
              The use of prefabricated
               structures and objects,
             allows us to quickly create
             a base structure – once we
              have our foundation, all
                  that is left is to
             differentiate it to create
                  something unique.

                 Having a building set and tools,
                 allow us to rapidly create
                 complex and varied structures
                 from a limited number of high
                 quality (gameplay focused /
                 tested) components.
IMPORTANT TO REMEMBER
IMPORTANT TO REMEMBER
These bunkers, are all created
  from a range of individual
   generic tiles built up in
    layers. These tiles were
 created for another purpose,
   but due to their flexible
 nature, I was able to create
these functional level assets.
IMPORTANT TO REMEMBER
These bunkers, are all created
  from a range of individual
   generic tiles built up in
    layers. These tiles were
 created for another purpose,
   but due to their flexible
 nature, I was able to create
these functional level assets.

                            Created in varying orientations,
                          these were then used as “prefabs”
                            all over the entire St. Louis map
                          and could be easily customised, so
                           as to differentiate them further in
                             appearance or for gameplay.
Fallout Tactics MP Level
FINAL EXAMPLE...              - The Junkyard
Fallout Tactics MP Level
FINAL EXAMPLE...                  - The Junkyard




                      Prefab “cargo”
                   containers made up
                   of multiple tiles.
                    Easily customised
                       with windows,
                    doorways, hatches
                        and ladders.
A limited range of       Fallout Tactics MP Level
                                     - The Junkyard
  objects used in
  varied groups to
create unique areas
of play – some even
 help tell a story.




                         Prefab “cargo”
                      containers made up
                      of multiple tiles.
                       Easily customised
                          with windows,
                       doorways, hatches
                           and ladders.
A limited range of        Fallout Tactics MP Level
                                      - The Junkyard
  objects used in
  varied groups to
create unique areas
of play – some even
 help tell a story.




                          Prefab “cargo”
  Unique structures    containers made up
   used once off to    of multiple tiles.
create more distinct    Easily customised
    areas of play.         with windows,
                        doorways, hatches
                            and ladders.
A limited range of           Fallout Tactics MP Level
                                         - The Junkyard
  objects used in
  varied groups to
                        A unique complex level
create unique areas
                        created from a limited
of play – some even
                       range of simple objects
 help tell a story.
                       – with effective tools.




                             Prefab “cargo”
  Unique structures       containers made up
   used once off to       of multiple tiles.
create more distinct       Easily customised
    areas of play.            with windows,
                           doorways, hatches
                               and ladders.
AN 80/20 CONCLUSION...
By understanding and using the 80/20 principle
you will find that:
➔  It is the 20% minority of a level that will benefit
from your effort, and give the most results.
➔ The same applies to a campaign of missions;
20% will carry the rest which are merely more of
the same – filler to put it bluntly.
➔ 20% of a level's mission mechanics, comprise
the 80% of the derived player enjoyment.
➔20%   of a game's mechanics / features, give rise
to 80% of the game's quality in gaming
experience.
Apply this principle
successfully, with a
little know how. And
  one day you might
   make the next...
Apply this principle
successfully, with a
little know how. And
  one day you might
   make the next...
                            Just
                        remember to
                       focus on the
                          20% that
                         will make
                         you stand
                       out from the
                           rest!
Apply this principle
successfully, with a
little know how. And
  one day you might
   make the Commentary: Always focus on the 20%
             next...
            that will give you the 80% of end results,
            in whatever it is you are undertaking. In        Just
            this manner, you can't go wrong. The end   remember to
            result, the vision, is usually summarisedfocus on the
            in the form of a concept brief: executive 20% that
            summary, high-concept, vision statement, will make
            one-liner (or paragrapher).                   you stand
                                                      out from the
            If you don't have one, why not... ? In fact I
            created one for my Counter-Strike map –         rest!
            there was even one for this presentation
            in the form of an abstract.
TO LEARN MORE OF 80/20 TRY...
➔Book:   The 80/20 Principle, Richard Koch.
       Richard has a few books devoted to the
                    80/20 principle.
➔Online: a search string of “80/20 rule” or “Pareto
Principle” should bring up helpful pages.
   Try the same search on Wikipedia.org, to find
    links to the other principles listed at the start.
TO LEARN MORE OF 80/20 TRY...
➔Book:   The 80/20 Principle, Richard Koch.
       Richard has a few books devoted to the
                    80/20 principle.
➔Online: a search string of “80/20 rule” or “Pareto
Principle” should bring up helpful pages.
   Try the same search on Wikipedia.org, to find
    links to the other principles listed at the start.

I hope you've come away with how to
effectively apply this underlying principle
to your designs. Whether it be: levels, game
mods, indie games, and, commercial titles.
And I hope it helps you as it has helped me!
More From Less -- Ivan Beram

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More From Less -- Ivan Beram

  • 1. v1.1 More from the Less of Design Game and Level Design with the 80 / 20 Principle IVAN BERAM – GAME & LEVEL DESIGNER ● FALLOUT TACTICS (MICRO FORTÉ) ● FAR CRY (CRYTEK) sELFiNDUCEDcOMA.com
  • 2. COMMENTARY: the original talk was given at Free Play (Melbourne, 2007) where I was invited to talk on design. It was based on a design feature published in Develop magazine (2003). A bit ironically, it in itself was based on a talk I was invited to give on design at the GDC (San Jose, 2002) but due to circumstances, I was unable to give. Knowing how useless most talk slides are without the prepared speech – a series of simple points, or a series of images, bordering on meaningless. I've rewritten mine in more detail allowing someone to read the slides and have a better idea of what I actually meant by them. Especially if they didn't attend the talk, hopefully providing clarity. These slides have also been updated and expanded for this web version. Enjoy!
  • 3. TALK OVERVIEW 100% This talk should cover: ➔ An overview of the theory behind the underlying principle discussed. ➔ The principle applied to level design – with an example level. ➔ The principle applied to game development. ➔ The principle applied poorly. 20% 0% 0% 80% 100%
  • 4. TALK OVERVIEW 100% This talk should cover: ➔ An overview of the theory behind the underlying principle discussed. ➔ The principle applied to level design – with an example level. ➔ The principle applied to game development. ➔ The principle applied poorly. 20% With the odd digression. 0% 0% 80% 100%
  • 5. THE MODULAR NATURE OF GAMES Simply put: ➔All games are comprised of smaller components: levels ➔ Levels are comprised of even smaller components: game mechanics ➔ Mechanics are comprised of even smaller components yet: game objects.
  • 6. THE MODULAR NATURE OF GAMES Simply put: ➔All games are comprised of smaller components: levels ➔ Levels are comprised of even smaller components: game mechanics ➔ Mechanics are comprised of even smaller components yet: game objects. From this base of largely generic (and modular) components, we create complexity and variation in the player's gaming experience.
  • 7. THE MODULAR NATURE OF GAMES Simply put: ➔All games are comprised of smaller Commentary: Player's want more from their playing components: levels tired of being confronted with experiences, they grow the same graphics and gameplay of old. They want ➔ Levels are comprised of even smaller more variation and depth in their playing experience; components: game mechanics they want every inch of the game world to be new, exciting and entertaining. And even though budgets do ➔ Mechanics are comprised of even smaller increase in order to meet such demands, it never components yet: game objects. Focusing on the seems quite enough if not inadequate. key 20% helps us in meeting their expectations, with our limited less, in way of budget and resources. From this base of largely generic (and modular) components, we create complexity and variation in the player's gaming experience.
  • 8. THE LOPSIDED SUCCESS OF GAMES Successful developers understand: ➔Thatdue to technology and budget (time & money) constraints, that this is a necessity. ➔ They use this constraint so as to focus on what will give them the most returns for effort. ➔ But they have done so, either intentionally or not, by utilising an underlying principle.
  • 9. THE LOPSIDED SUCCESS OF GAMES Successful developers understand: ➔Thatdue to technology and budget (time & money) constraints, that this is a necessity. ➔ They use this constraint so as to focus on what will give them the most returns for effort. ➔ But they have done so, either intentionally or not, by utilising an underlying principle. This is not a new astounding discovery, the underlying principle has been known and utilised in a diverse range of industries.
  • 10. THE LOPSIDED SUCCESS OF GAMES Successful developers understand: ➔Thatdue to technology and budget (time & Commentary: If we look at successful money) constraints, ascertain that a necessity. titles, we may that this is they have better utilised their fixed budgets for ➔ They use this constraint so as to focus on developing components that enabled what will them to create more with their less – effort. give them the most returns for creating more diversity and complexity. ➔ But they have done so, eithercreated Those less successful, have intentionally or not, by utilising complex and less modular fewer more an underlying principle. components – less creating less. This is not a new astounding discovery, the underlying principle has been known and utilised in a diverse range of industries.
  • 11. THE 80/20 PRINCIPLE Also known by: ➔The Pareto Law, ➔ Principle of Least Effort, ➔ Principle of Imbalance, EFFORT RESULTS ➔ Less is More, ➔ The Iceberg Effect, ➔ Function before Form ➔ KISS (Keep-It-Simple-Stupid) And the list goes on...
  • 12. THE 80/20 PRINCIPLE Also known by: ➔The Pareto Law, ➔ Principle of Least Effort, ➔ Principle of Imbalance, EFFORT RESULTS ➔ Less is More, ➔ The Iceberg Effect, These are all differing ➔ Function before Form expressions, of the same ➔ KISS (Keep-It-Simple-Stupid) principle at And the list goes on... work.
  • 13. THE 80/20 PRINCIPLE States the following: ➔That 80% of the end-result is derived from just 20% of the contributing effort. ➔ While the majority of effort, EFFORT RESULTS will only contribute a minority to the end results – the flip-side. ➔ It is not a static ratio but can be found as: 90/5, 60/30, etc. The lopsidedness, is always the same, rarely 50/50
  • 14. THE 80/20 PRINCIPLE States the following: ➔That 80% of the end-result is derived from just 20% of the contributing effort. ➔ While the majority of effort, EFFORT RESULTS will only contribute a minority to the end results – the flip-side. It does not just apply to the ➔ It is not a static ratio but can effective be found as: 90/5, 60/30, etc. aspects, but also to the The lopsidedness, is always ineffective. the same, rarely 50/50
  • 15. THE 80/20 PRINCIPLE... HISTORICALLY
  • 16. THE 80/20 PRINCIPLE... HISTORICALLY Utilised at the heart of many industries, such as the automobile industry – first by the Japanese, then later in the west.
  • 17. THE 80/20 PRINCIPLE... HISTORICALLY
  • 18. THE 80/20 PRINCIPLE... HISTORICALLY Also the driving force behind the increasing rate of performance and quality of computer chips in achieving moore's law.
  • 19. THE 80/20 PRINCIPLE... HISTORICALLY It doesn't just apply to the effective aspects, but to the ineffective as well – 80% of bugs (symptoms) are caused by 20% of the code; 80% of poor gameplay stems from 20% (of the deficiencies) of the game. Also the driving force behind the increasing rate of performance and quality of computer chips in achieving moore's law.
  • 21. THE PRINCIPLE APPLIED TO LEVELS I've utilised a CS hostage map of mine called: Biohazard. With pics showing both old and newer texturing.
  • 22. THE PRINCIPLE APPLIED TO LEVELS I've utilised a CS hostage map of mine called: Biohazard. With pics showing both old and newer texturing. Though the map is multiplayer focused, there are many singleplayer elements in place. This was intentional, in that I wanted to demonstrate competency not just in multiplayer 3D level design, but also, in the often more complex singleplayer 3D level design and scripting. In this case heavily scripted with a popular (at the time) multiplayer bot, with over 700 scirpted waypoints.
  • 23. THE PRINCIPLE APPLIED TO LEVELS In the level example 80/20 was utilised: ➔In its initial planning phase, resulting in a well defined high-level concept to be achieved, with clear goals and methods. ➔Resulting in utilising a modular (less from more) design approach in creating a flexible building set. ➔This allowed for rapid prototyping, testing and production of the base level itself – and gameplay from very early on.
  • 24. THE PRINCIPLE APPLIED TO LEVELS In the level example 80/20 was utilised: ➔In its initial planning phase, resulting in a well defined high-level concept to be achieved, with clear goals and methods. ➔Resulting in utilising a modular (less from more) design approach in creating a flexible building set. ➔This allowed for rapid prototyping, testing and production of the base level itself – and gameplay from very early on. Key to use: focus on the 20% that will get you 80% of the end result. Be results focused.
  • 26. THE PRINCIPLE APPLIED TO LEVELS Modular “lego-block” building set with optional objects (80%)
  • 27. THE PRINCIPLE APPLIED TO LEVELS Commentary: It is much easier to finish something than it is to start it. By rapidly filling in the blank canvas (level) with these generic building components, we now only need finish (polish) it. Applying the 20% of effort Modular that will attain 80% of the end result, “lego-block” and a unique level and playing experience. Sometimes building set limitations, provide advantages as with optional well. objects (80%)
  • 29. THE PRINCIPLE APPLIED TO LEVELS It creates many varied play spaces and interesting nooks – some with a “sandbox” quality.
  • 31. THE PRINCIPLE APPLIED TO LEVELS Another example of this at work. Also shows some of the elements with a “snap-on” nature – like walkways.
  • 33. THE PRINCIPLE APPLIED TO LEVELS Interiors utilised the same elements in differing mixes.
  • 35. THE PRINCIPLE APPLIED TO LEVELS But in some cases more unique mixes or elements were added.
  • 37. THE PRINCIPLE APPLIED TO LEVELS Including unique structures like this tower.
  • 38. THE PRINCIPLE APPLIED TO LEVELS Including unique structures like this tower. This is a key aspect to 80/20 design. As it is this 20% that is the differentiator and quality adder
  • 39. THE PRINCIPLE APPLIED TO LEVELS Including unique structures like this tower. This tower, like much of the existing internal objects. Were actually downloaded prefabs which were heavily modified to This is a key aspect to better fit my purposes, as well as, 80/20 design. As it is limit poly count. Prefabs saved this 20% that is the creation time, even if, a great deal differentiator and was built from scratch. quality adder
  • 41. THE PRINCIPLE APPLIED TO LEVELS Elements like additional scripting more commonly found in singleplayer: gives 80/20.
  • 42. THE PRINCIPLE APPLIED TO LEVELS Elements like additional scripting more commonly found in singleplayer: gives 80/20. In this case, mines that could be detonated from the tower...
  • 44. THE PRINCIPLE APPLIED TO LEVELS You could also use a fixed machinegun from the tower as well.
  • 45. THE PRINCIPLE APPLIED TO LEVELS You could also use a fixed machinegun from the tower as well. However, these were exercises in scripting; as CS itself would not count any frags from these towards a player's score...
  • 47. THE PRINCIPLE APPLIED TO LEVELS A switch within the tower, controlled a security gate...
  • 49. THE PRINCIPLE APPLIED TO LEVELS This gate, was the only way to get the hostages out without a hitch.
  • 50. THE PRINCIPLE APPLIED TO LEVELS This gate, was the only way to get the hostages out without a hitch.
  • 51. THE PRINCIPLE APPLIED TO LEVELS This gate, was the only way to get the hostages out without a hitch. However, it was not the only way into the hostage area...
  • 53. THE PRINCIPLE APPLIED TO LEVELS Other scripting, added ways into the facility, such as blowing an entry hole in the outer fence...
  • 55. THE PRINCIPLE APPLIED TO LEVELS Another way in, were via tunnels. Claustrophobic, and offering little cover from attack.
  • 56. THE PRINCIPLE APPLIED TO LEVELS Another way in, were via tunnels. Claustrophobic, and offering little cover from attack.
  • 57. THE PRINCIPLE APPLIED TO LEVELS Another way in, were via tunnels. Claustrophobic, and offering little cover from attack. They were also mined, and needed night-vision to traverse...
  • 59. THE PRINCIPLE APPLIED TO LEVELS The whole map, was scripted to support play by bot (AI) players...
  • 61. THE PRINCIPLE APPLIED TO LEVELS Pick-ups, as found in singleplayer levels, were also added. They were low-end weapons, like a bolt-action rifle; but, they could provide a player only armed with a pistol, with an edge early on in the match of games to be played.
  • 63. THE PRINCIPLE APPLIED TO LEVELS Used in the map, my prototype was utilised to define the shape, size and look of the modular buildings within the entire level.
  • 64. THE PRINCIPLE APPLIED TO LEVELS Used in the map, my prototype was utilised to define the shape, size and look of the modular buildings within the entire level. Design was planned out to begin with, creating a high-level concept and a methodology of production – modular building design allowing for rapid prototyping and construction of base level.
  • 66. THE PRINCIPLE APPLIED TO LEVELS Atmospheric elements like time-of-day, time-of-year, weather in way of environmental sound, lighting and effects. Can create two very different levels with drastically different gameplay, even if you do not change anything else.
  • 67. THE PRINCIPLE APPLIED TO LEVELS Atmospheric elements like time-of-day, time-of-year, weather in way of environmental sound, lighting and effects. Can create two very different levels with drastically different gameplay, even if you do not change anything else. In this case, this darkened room, drastically alters the tone of gameplay to the same room if it were lit – a small change can make a big difference (80/20).
  • 69. THE PRINCIPLE APPLIED TO LEVELS Most CS maps at the time, failed to utilise atmospheric ambient sound in their levels. At all.
  • 70. THE PRINCIPLE APPLIED TO LEVELS This map, had the tension building rumbling thunder and chirping crickets of a summer storm. Along with the storm skybox, it created the feeling of impending feverish ferocity. Most CS maps at the time, failed to utilise atmospheric ambient sound in their levels. At all.
  • 72. THE PRINCIPLE APPLIED TO LEVELS Inside areas had differing sounds for different thematic impact, such as the whine of generators, hum of computers, or, the throbbing of viral fermentation vats.
  • 74. THE PRINCIPLE APPLIED TO LEVELS It's easy to forget how much sound adds to the experience, even if the bare minimum, when we tend to focus on what we can see foremost...
  • 76. THE PRINCIPLE APPLIED TO LEVELS Made use of a black-ops “bio-weapons research gone awry” theme, with thematic hints, so as to add further differentiation to the playing experience from the status quo – as well as to act as a “scenario wrapper” for common mission mechanics.
  • 77. THE PRINCIPLE APPLIED TO LEVELS Commentary: As the player progresses through the game, he encounters the same mission- Made use of a black-ops mechanics (ambush, assault, “bio-weapons research evade, locate, etc) in differing gone awry” theme, with mixes. They are differentiated via thematic hints, so as to a scenario-wrapper – supported add further via environments, entities and differentiation to the game mechanics. A good playing experience from scenario can be utilised in the status quo – as well creating a diverse and original playing experience for the player. as to act as a “scenario It is one of the areas that can wrapper” for common impact the most in creating mission mechanics. “diversity” (80/20).
  • 79. THE PRINCIPLE APPLIED TO LEVELS Most maps at the time – and most still for CS. Were a series of rooms linked by corridors, creating the illusion of a large space.
  • 80. THE PRINCIPLE APPLIED TO LEVELS The map is a large Most maps at the non-linear space, time – and most with many still for CS. interesting paths. Were a series of rooms linked by corridors, creating the illusion of a large space.
  • 82. THE PRINCIPLE APPLIED TO LEVELS You can play around the buildings...
  • 84. THE PRINCIPLE APPLIED TO LEVELS You can play on top of the buildings...
  • 86. THE PRINCIPLE APPLIED TO LEVELS You can play underneath buildings...
  • 88. THE PRINCIPLE APPLIED TO LEVELS You can play through buildings...
  • 90. THE PRINCIPLE APPLIED TO LEVELS Pacing (linearity / nonlinearity) can also drastically change the gameplay of a level. Something also dependent on linearity, is the revisiting of locales from another perspective. For example, you see an upper walkway that you currently cannot reach. Later on you find yourself on this walkway, seeing where you have been. Twisting paths let you see areas from a new perspective, providing a renewed experience from the same space. Providing new tactical options and challenges.
  • 91. THE PRINCIPLE APPLIED TO LEVELS Pacing (linearity / nonlinearity) can also drastically change the gameplay of a level. Something also dependent on linearity, is the revisiting of locales from another perspective. For example, you see an upper walkway that you currently cannot reach. Later on you find yourself on this walkway, seeing where you have been. This approach to Twisting paths let you see areas design, let me from a new perspective, providing maximise playing a renewed experience from the area: more from same space. Providing new less (80/20). tactical options and challenges.
  • 92. THE PRINCIPLE APPLIED TO LEVELS However, it was Pacing (linearity / nonlinearity) also the source of can also drastically change the my technical gameplay of a level. Something headache. The old also dependent on linearity, is the engine, was not revisiting of locales from another perspective. For example, you designed for it see an upper walkway that you (80/20 at work). currently cannot reach. Later on you find yourself on this walkway, seeing where you have been. This approach to Twisting paths let you see areas design, let me from a new perspective, providing maximise playing a renewed experience from the area: more from same space. Providing new less (80/20). tactical options and challenges.
  • 94. THE PRINCIPLE APPLIED TO LEVELS Half-Life engine at that time, was 5 years old and based on the original Quake 2 engine. It was designed to run on much older hardware, and, did not make full use of current tech's capabilities.
  • 96. THE PRINCIPLE APPLIED TO LEVELS Limited faces, a predetermine limit, not a realistic limit but an outdated one. Resulted in the level's development being plagued by a weird brush-entity popping bug, where objects would disappear and reappear.
  • 98. THE PRINCIPLE APPLIED TO LEVELS The level was never meant to be a final release, just an example of work. However, if I had kept these “limitations” in focus from the start – done more thorough research and testing. Done this part of the 80/20 equation, I would have achieved a better end result with less headaches.
  • 99. THE PRINCIPLE APPLIED TO LEVELS Summarising some key points: ➔The building-set was designed to be as generic and modular as possible, with elements able to be mixed-matched to create something unique and complex from innately simple objects. ➔ Few unique elements were created and added, but, these added the 20% that gives the 80% of the end result – at least in art. ➔ Due to design goals, level had far more sandbox- esque scripting complexity (bots, triggers, items, etc), that would be more commonly found in singleplayer levels than a Counterstrike map.
  • 100. THE PRINCIPLE APPLIED TO LEVELS Summarising some key points: ➔There was a stronger than usual scenario and theme present in the level. This was intentional.
  • 101. THE PRINCIPLE APPLIED TO LEVELS Summarising some key points: ➔There was a stronger than usual scenario and theme present in the level. This was intentional. Levels are made up of generic game / mission mechanics. It is the scenarios that we wrap around these that make the “difference” (80/20). Otherwise a level would be just more of the same that came before.
  • 102. THE PRINCIPLE APPLIED TO LEVELS
  • 103. THE PRINCIPLE APPLIED TO LEVELS Same level, better textures, better results...?!
  • 104. THE PRINCIPLE APPLIED TO LEVELS Summarising some key points: ➔ Though I have aptitude, I am not an artist. Creating new art assets like textures and models was a NO as far as I was concerned, however...
  • 105. THE PRINCIPLE APPLIED TO LEVELS Summarising some key points: ➔ Though I have aptitude, I am not an artist. Creating new art assets like textures and models was a NO as far as I was concerned, however... Clearly good art can do wonders. Just make sure that you follow the principle of function before form: interactivity. In this case, the sculpture has a scenario function.
  • 106. THE PRINCIPLE APPLIED TO LEVELS Areas that could have been better from the start: ➔Should have realised that at least sourcing art for the level. Would have resulted in a better finish.
  • 107. THE PRINCIPLE APPLIED TO LEVELS Areas that could have been better from the start: ➔Should have realised that at least sourcing art for the level. Would have resulted in a better finish. Interface into the game world is a visual one, we are visual creatures.
  • 108. THE PRINCIPLE APPLIED TO LEVELS Areas that could have been better from the start: ➔Should have realised that at least sourcing art for the level. Would have resulted in a better finish. Interface into the game world is a visual one, we are visual creatures. ➔Technology. If I had done this part of the planning, done my research into how to achieve my goals (one large “room” with Half-Life engine!), I would not have wasted as much time fixing bugs.
  • 109. THE PRINCIPLE APPLIED TO LEVELS Areas that could have been better from the start: ➔Should have realised that at least sourcing art for the level. Would have resulted in a better finish. Interface into the game world is a visual one, we are visual creatures. ➔Technology. If I had done this part of the planning, done my research into how to achieve my goals (one large “room” with Half-Life engine!), I would not have wasted as much time fixing bugs. 80/20 at work, this time 80% of my headaches came from 20% of the bugs in pushing old tech.
  • 110. NOW APPLIED TO GAMES... Common traps, mixing up needs with wants: ➔ Mistaking a scenario, however good, as a replacement for gameplay – games are an active entertainment, not a passive one. ➔Mistaking art as a substitute for gameplay – function before form, so where is the interactivity? ➔Mistaking technology for gameplay – sure it creates great visuals, but again, where is the interactivity, where is the functionality?
  • 111. NOW APPLIED TO GAMES... Common traps, mixing up needs with wants: ➔ Mistaking a scenario, however good, as a replacement for gameplay – games are an active entertainment, not a passive one. ➔Mistaking art as a substitute for gameplay – function before form, so where is the interactivity? ➔Mistaking technology for gameplay – sure it creates great visuals, but again, where is the interactivity, where is the functionality? What these have in common, is that they have taken the 80% that was easy to create, and mistaken it for the 20% that matters the most.
  • 112. NOW APPLIED TO GAMES...
  • 113. NOW APPLIED TO GAMES... Fantastic raw technology.
  • 114. NOW APPLIED TO GAMES... Fantastic raw technology. Great visual effects = great art.
  • 115. NOW APPLIED TO GAMES... Fantastic raw technology. Great visual effects = great art. Traces of an interesting scenario.
  • 116. NOW APPLIED TO GAMES... Fantastic raw technology. Great visual effects = great art. Traces of an interesting scenario. Where was the gameplay... ?!
  • 117. NOW APPLIED TO GAMES...
  • 118. NOW APPLIED TO GAMES... Modelling of missing back-end game mechanics like: soft / hard cover.
  • 119. NOW APPLIED TO GAMES... Modelling of missing back-end game mechanics like: soft / hard cover. Modelling of the important and missing front- end behaviours to AI.
  • 120. NOW APPLIED TO GAMES... Modelling of Now we are missing back-end getting game mechanics somewhere: a like: soft / playable demo! hard cover. Modelling of the important and missing front- end behaviours to AI.
  • 121. NOW APPLIED TO GAMES... Modelling of Now we are missing back-end getting game mechanics somewhere: a like: soft / playable demo! hard cover. Modelling of the important and And it does not missing front- need to be 100%. end behaviours Just enough to to AI. achieve 80/20!
  • 122. NOW APPLIED TO GAMES... demos Commentary: Playable prototype / gameplay are another expression and effective use of 80/20. They focus development so as to achieve your Modelling vision, sooner. It does so by focusing on the project's of Now we are missing back-endorder to bring your vision to life and 20% needed in getting gamedemonstrate a viable concept. It may do so with mechanics somewhere: a like: soft / various elements missing or implied in place – not playable demo! complete robust systems, but quick and dirty solutions hard cover. to fill in the pieces. It is not meant to be the final result, just a template and validator for the rest of the game. Doing so earlier as a polished vertical-slice – in modern development nomenclature – will solidify the Modelling of the / vision within everyone's mind. game's concept important and And it does not missing front-Cry didn't just focus on the 80% that 100%. However, Far need to be end everyone else had (indoor) but the 20%Just enough to behaviours that no one else AI. (outdoor and a compelling AI). achieve 80/20! to had You will have to do the same with your game.
  • 123. NOW APPLIED TO GAMES... In the arena of the professionals: ➔ More methodologies and practices that either utilise this principle or tend to have it at the very heart of them, are becoming the norm: OO programming, analysis and design – Agile / XP. ➔ Tools: today are becoming more object-oriented and “end-results-sooner” driven: WYSIWYG.
  • 124. NOW APPLIED TO GAMES... In the arena of the professionals: ➔ More methodologies and practices that either utilise this principle or tend to have it at the very heart of them, are becoming the norm: OO programming, analysis and design – Agile / XP. ➔ Tools: today are becoming more object-oriented and “end-results-sooner” driven: WYSIWYG. Tools themselves are a powerful expression and facilitators of the 80/20 principle, however...
  • 125. NOW APPLIED TO GAMES...
  • 126. NOW APPLIED TO GAMES... It is important to remember, that 20% of the features in way of available tools, or tools / features you will develop; will provide you with the 80% in way of productivity that you really needed.
  • 127. NOW APPLIED TO GAMES... Tools allow designers to simply and quickly create content for your game. Tools that reduce the number of stages between asset It is important to creation and visualisation in-game, remember, that 20% of reduce the likelihood that the features in way of something can go wrong – available tools, or WYSIWYG (80/20). Both Fallout tools / features you Tactics and Far Cry had such will develop; will editors, allowing for playtesting of provide you with the levels from within the actual editor. 80% in way of productivity that you really needed.
  • 128. THE PRINCIPLE APPLIED POORLY There are cases where less is less and more is even more of less. So, here are some examples to help you NOT use the 80/20 principle poorly. Or more importantly, not use it as an excuse to do less – believe me, most gamers will not be fooled by such attempts at laziness ;).
  • 130. THE PRINCIPLE APPLIED POORLY Having both a real-time and turn- based option to play the game as in Fallout Tactics. Each required compromises so the other could work, resulting in two modes but with neither achieving their full potential. Creating a diminished overall experience for the player, along with, an increase in production time due to balancing. It's generally a waste of development resources as well.
  • 132. THE PRINCIPLE APPLIED POORLY Commentary: Creating unique non-generic objects that are highly recognisable and complex structures, and then using them all over the place; the player will notice this repetition, even if you differentiate these in some way – which depending on context, may be difficult to achieve. It can only work in a limited or “special case” context, like the premise for a level and only for that level. An example of this taken to the extreme, is the original Halo. Whole level sections (not just singular objects), terrain, objects, enemies and even scripting. Repeated over and over again to the brink of repetitive canyon and valley, nauseating boredom.
  • 134. THE PRINCIPLE APPLIED POORLY Causing players to exhaust time and effort in reaching interesting and attractive locations, with nothing interesting to find, such as an obstacle to overcome or a reward to be found; can leave the player feeling frustrated – function before form.
  • 136. THE PRINCIPLE APPLIED POORLY Part of the Fallout experience up until Fallout Tactics, were the “Random Encounters.” These were mini-missions randomly generated as the player traversed the game map from one mission to the next.
  • 137. THE PRINCIPLE APPLIED POORLY Part of the Fallout experience up until Fallout Tactics, were the “Random Encounters.” These were mini-missions randomly generated as the player traversed the game map from one mission to the next. Though historically part of the RPG game, and we as the development studio were contracted to develop them. They added very little to the strategy (RTT / TBT) game beyond some “special” encounter novelty.
  • 138. THE PRINCIPLE APPLIED POORLY Part of the Fallout experience up until Fallout Tactics, were the “Random Encounters.” These were In my opinion, they actually detracted from the overall mini-missions randomly generated the title by player quality of as the their generic gameplay traversed theWhich was ill-suited compared to the blandness. game map from specificity of the tactical squad gaming of the Fallout one Tactics missions the next.nothing beyond irritating mission to – achieving and frustrating the player more than necessary. The time and resources spent on these could have been part Though historically better utilised in polishingof the RPG of the game. we as other aspects game, and the development studio were contracted to develop them. They added very little to the strategy (RTT / TBT) game beyond some “special” encounter novelty.
  • 139. IMPORTANT TO REMEMBER You may be thinking that this is perhaps a “lazy” approach to design. It is not: ➔ Important to realise that though this approach is not a “lazy” one, it is however an economical one. ➔Otherwise you will merely overwork yourself with trying to create something far too perfect in every little minor detail – regardless of its “impact.” ➔ You will also still need to do the other 80%, however, you should be able to do this far more smartly:
  • 140. IMPORTANT TO REMEMBER You may be thinking that this is perhaps a “lazy” approach to design. It is not: ➔ Important to realise that though this approach is not a “lazy” one, it is however an economical one. ➔Otherwise you will merely overwork yourself with trying to create something far too perfect in every little minor detail – regardless of its “impact.” ➔ You will also still need to do the other 80%, however, you should be able to do this far more smartly: Th!nk: modular building-set = quick 80% majority. Th!nk: unique structures = 20% key minority.
  • 141. IMPORTANT TO REMEMBER You may be thinking that point clear, you will find Commentary: to make a this is perhaps a “lazy” approachnot all of the “80%” need be attempted. Some that to design. It is not: of it is crucial, as you do need such tech / features ➔ Important to realise the core gameplay. However, – as they are part of that though this approach is not a much is one, itthathowever an economical one. “lazy” just fat is can be trimmed in that it adds very little or nothing to the end-result to warrant the ➔Otherwise you will merely overwork yourself with effort. But what you really must be vigil against, is trying that createof your level / mod /too perfect inthe to which will actually takefar game.diminish every end quality something away and little minor detail – regardless of its “impact.” Which you implement depends on what your (core ➔ You will also still need whetherthe other it in gameplay) vision is and to do it supports 80%, however, you rich interactive experience.this far more creating a should be able to do smartly: Th!nk: modular building-set = quick 80% majority. Th!nk: unique structures = 20% key minority.
  • 143. IMPORTANT TO REMEMBER Commentary: You could say in Fallout Tactics, that this “building-set” concept was taken to the extreme due to the tile-based 2D engine and tools – even if 2D was also a limitation. Not only where the tiles very modular in use, but the NPCs themselves were very versatile. You could set their individual hair, skin, armour and clothing colours – along with what weapons and equipment they had, and, AI scripting. Allowing greater depth in control in creating variation in experience for the player.
  • 145. IMPORTANT TO REMEMBER When the more the level assets / art is modular. Then the easier it is to diversify and create something “original” and complex from the generic. It also has a tendency to become more functional in usage to a finer-grain – like this “tactical” gaming focused junkyard.
  • 146. IMPORTANT TO REMEMBER When the more the level Commentary: In contrast to the generic building modular. assets / art is set, excessive objects that appear different but it is to Then the easier act exactly the same as another or others. and create diversify Leads to a lot of unnecessary clutter in design “original” and something and confusion in the player. Like two weapons with generic. complex from the differing models, sounds It also has yettendency to and animations, a have exactly the same stats – same gameplay. become more functional in Or, a race that is exactly the sameto another, usage as a finer-grain – just cosmetically different. Worse than“tactical” gaming like this this, are those that do nothing at all – a focused junkyard. tease. Something that demands investigation to see what it does, but, will never do anything interesting at all.
  • 148. IMPORTANT TO REMEMBER The use of prefabricated structures and objects, allows us to quickly create a base structure – once we have our foundation, all that is left is to differentiate it to create something unique.
  • 149. IMPORTANT TO REMEMBER The use of prefabricated structures and objects, allows us to quickly create a base structure – once we have our foundation, all that is left is to differentiate it to create something unique. Having a building set and tools, allow us to rapidly create complex and varied structures from a limited number of high quality (gameplay focused / tested) components.
  • 151. IMPORTANT TO REMEMBER These bunkers, are all created from a range of individual generic tiles built up in layers. These tiles were created for another purpose, but due to their flexible nature, I was able to create these functional level assets.
  • 152. IMPORTANT TO REMEMBER These bunkers, are all created from a range of individual generic tiles built up in layers. These tiles were created for another purpose, but due to their flexible nature, I was able to create these functional level assets. Created in varying orientations, these were then used as “prefabs” all over the entire St. Louis map and could be easily customised, so as to differentiate them further in appearance or for gameplay.
  • 153. Fallout Tactics MP Level FINAL EXAMPLE... - The Junkyard
  • 154. Fallout Tactics MP Level FINAL EXAMPLE... - The Junkyard Prefab “cargo” containers made up of multiple tiles. Easily customised with windows, doorways, hatches and ladders.
  • 155. A limited range of Fallout Tactics MP Level - The Junkyard objects used in varied groups to create unique areas of play – some even help tell a story. Prefab “cargo” containers made up of multiple tiles. Easily customised with windows, doorways, hatches and ladders.
  • 156. A limited range of Fallout Tactics MP Level - The Junkyard objects used in varied groups to create unique areas of play – some even help tell a story. Prefab “cargo” Unique structures containers made up used once off to of multiple tiles. create more distinct Easily customised areas of play. with windows, doorways, hatches and ladders.
  • 157. A limited range of Fallout Tactics MP Level - The Junkyard objects used in varied groups to A unique complex level create unique areas created from a limited of play – some even range of simple objects help tell a story. – with effective tools. Prefab “cargo” Unique structures containers made up used once off to of multiple tiles. create more distinct Easily customised areas of play. with windows, doorways, hatches and ladders.
  • 158. AN 80/20 CONCLUSION... By understanding and using the 80/20 principle you will find that: ➔ It is the 20% minority of a level that will benefit from your effort, and give the most results. ➔ The same applies to a campaign of missions; 20% will carry the rest which are merely more of the same – filler to put it bluntly. ➔ 20% of a level's mission mechanics, comprise the 80% of the derived player enjoyment. ➔20% of a game's mechanics / features, give rise to 80% of the game's quality in gaming experience.
  • 159. Apply this principle successfully, with a little know how. And one day you might make the next...
  • 160. Apply this principle successfully, with a little know how. And one day you might make the next... Just remember to focus on the 20% that will make you stand out from the rest!
  • 161. Apply this principle successfully, with a little know how. And one day you might make the Commentary: Always focus on the 20% next... that will give you the 80% of end results, in whatever it is you are undertaking. In Just this manner, you can't go wrong. The end remember to result, the vision, is usually summarisedfocus on the in the form of a concept brief: executive 20% that summary, high-concept, vision statement, will make one-liner (or paragrapher). you stand out from the If you don't have one, why not... ? In fact I created one for my Counter-Strike map – rest! there was even one for this presentation in the form of an abstract.
  • 162. TO LEARN MORE OF 80/20 TRY... ➔Book: The 80/20 Principle, Richard Koch. Richard has a few books devoted to the 80/20 principle. ➔Online: a search string of “80/20 rule” or “Pareto Principle” should bring up helpful pages. Try the same search on Wikipedia.org, to find links to the other principles listed at the start.
  • 163. TO LEARN MORE OF 80/20 TRY... ➔Book: The 80/20 Principle, Richard Koch. Richard has a few books devoted to the 80/20 principle. ➔Online: a search string of “80/20 rule” or “Pareto Principle” should bring up helpful pages. Try the same search on Wikipedia.org, to find links to the other principles listed at the start. I hope you've come away with how to effectively apply this underlying principle to your designs. Whether it be: levels, game mods, indie games, and, commercial titles. And I hope it helps you as it has helped me!