Talks Every Game Designer Should Watch

May 23rd, 2018

Talks Every Game Designer Should Watch

These are two talks suggested to be seen by anyone in game design by Squirrel Eiserloh in his talk “GDC 2015 – Math for Game Programmers: Fast and Funky 1D Nonlinear Transformations”. They cover general game design topics on making your game feel good no matter the concept.

Juice it or lose it – a talk by Martin Jonasson & Petri Purho

Youtube – Juice It or Lose It

Jan Willem Nijman – Vlambeer – “The art of screenshake”

Youtube – The Art of Screenshake

April 23rd, 2018

Using Procedural Generation Techniques in Game Design Effectively

GDC Talk – Math for Game Programmers: Semi-Procedural Content Pipelines – Squirrel Eiserloh

Link to GDC Vault (May be locked content)

2nd of 6 talks on semi-procedural content generation for games by Squirrel Eiserloh at GDC 2018. In this video he goes over many techniques and how to use them effectively.

  1. Variants:

    Have multiple versions of things. Multiple colors for grass, dirt tiles. Multiple different sounds when running through grass.
    Do I need a tile to be the same forever?
    Whenever possible, let the designer provide multiple alternatives.

  2. Blueprint Definitions:

    Don’t make an orc, create “orcness”. This blueprint has many ranges of values for different characteristics of a character.
    “Do I need an int, or an int range? Do I need a float or a float range?” Use these types of questions for every trait/parameter.
    Whenever possible, let the designer provide number ranges.

  3. Procedural Detailing:

    I paint important parts, algorithms fill in tedious boring labor.
    Example: Unreal fills in grass where designer says to put grass.
    Whenever possible, let the algorithm do the dirty work.

  4. Procedural Brainstorming:

    Use procedural generation to spark creativity.
    Whenever possible, let the algorithm spark your creativity.

  5. Content Injection:

    Inject hand crafted content into procedurally generated content.
    Whenever possible, let the designer inject handmade content into the procedural pipeline.

  6. Stitching:

    Create ways for your things to go together.
    Example: Speleunky – Has many map grid templates with connection points, so they connect in a sensible way.

  7. Template Instantiation:

    Load various copies of things into memory given space allowed.
    Ex: Load instances of rotations or variances into memory.

  8. Content Lists:

    Be a data whore.
    Have huge lists of data to use as names for things. Let content be pulled from these lists.

  9. Mad-Libs:

  10. Abstract Compositions:

    Allow designer to paint out abstract designs, and procedurally generate based on that.
    Ex: Lay out city design with 3 colors depicting residential, commercial, and industrial areas which can then be filled in appropriately.

  11. Constraints

    Say what you want the content to have.
    Ties in well with procedural recipes.
    Creates limits and ranges.

  12. Nested Constraints:

    Be consistent with terminology so that data can string together nicely from large encompassing objects/ideas down to the simplest singular objects that are generated.

  13. Exemplars:

    Human creates “good” content, then algorithm can:
    Make more like this (ex. Markov chains)
    Fill in the missing bits (ex. Wave Function Collapse)

  14. Training:

    Inject human designs into ML processes.
    Genetic algorithms (make a thing, rate it, then do more stuff, keep the best ones)

  15. Outputs as Inputs:

    Anything you generate in general can be an influencer in another thing that is generated.
    Generated content helps create more generated content.

March 2nd. 2018

Talks on Game Design

SINFO, March 1st, 2018 – Greg “Ghostcrawler” Street from Riot Games – 20 Things I Learned in Twenty Years of Making Games

Talk on his career path as a game designer, and good ways to advance yourself as a game designer. Same key points are: Make things good enough, not perfect (consider diminishing returns); you will change jobs a lot; games ship when you run out of money; have goals and iterate; making a team is harder than making a game; as a game designer, not smarter than players (all people informed on game); empathy. Emphasize importance of varied types of people on teams producing elements of game (combine programmer, artist, designer, etc.)

Difference between Blizzard and Ensemble companies – Iteration. Ensemble: create something, put it in game, test. This worked but was a bit inefficient. Blizzard: Ideas must go through a lot of thought and people before even being created, which means most things created in game are going to be higher quality, which results in a more efficient process.

    How to get into game industry?

  • You have to stand out
  • You have to prove your passion
  • The best way is to make something

Compromise with feedback, take something from beginning to end, kill your babies, understand diminishing returns. Rather see someone finish things than start a bunch of things. See someone push through with changes and edits to finish something than just giving up (shows endurance, will to push through for end product).

Bennet Foddy – Bend Physics to your Will