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Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Who
Tadej Gregorčič
Co-Founder / CTO
Creative & Technical D.
twitter, facebook: @tadej
code, puzzle design,
story, production
Teaser/Trailer: www.elroythegame.com
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Adventure Games
Puzzle solving within a narrative framework
Similar to watching a movie or reading a book
Narrative, Puzzles, Exploration
Day Of The Tentacle (1993)
Monkey Island (1990)
Full Throttle (1995)
Grim Fandango (1998)
The Book of Unwritten Tales (2009)
The Inner World (2013)
Machinarium (2009)
Blackwell Series (2006-2014)
Technobabylon (2015)
The Journey Down (2010)
The Silent Age (2012)
Sword and Sorcery (2011)
Deponia (2012)
Broken Age (2014)
Topics
NARRATIVE ART
DESIGN CODE
AUDIO PRODUCTION
Production
NARRATIVE ENGINE
CONCEPT
ART
PUZZLE
DESIGN
ROUGH ART
“FINAL”
ART
ROUGH
ANIMATIONS
“FINAL”
ANIMATIONS
ROUGH
DIALOGUE
“FINAL”
DIALOGUE
TEMP
SFX
TEMP
MUSIC
“FINAL”
SFX
“FINAL”
MUSIC
VOICE
ACTING
“FINAL”
CODE
CHARACTER
DESIGN
LOCATION
DESIGN
BETA
The Mountain of
Adventure Game Development
PROTOTYPE
NARRATIVE ENGINE
CONCEPT
ART
PUZZLE
DESIGN
ROUGH ART
“FINAL”
ART
ROUGH
ANIMATIONS
“FINAL”
ANIMATIONS
ROUGH
DIALOGUE
“FINAL”
DIALOGUE
TEMP
SFX
TEMP
MUSIC
“FINAL”
SFX
“FINAL”
MUSIC
VOICE
ACTING
“FINAL”
CODE
CHARACTER
DESIGN
LOCATION
DESIGN
BETA
The Mountain of
Adventure Game Development
PROTOTYPE
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
NARRATIVE ENGINE
CONCEPT
ART
PUZZLE
DESIGN
ROUGH ART
“FINAL”
ART
ROUGH
ANIMATIONS
“FINAL”
ANIMATIONS
ROUGH
DIALOGUE
“FINAL”
DIALOGUE
TEMP
SFX
TEMP
MUSIC
“FINAL”
SFX
“FINAL”
MUSIC
VOICE
ACTING
“FINAL”
CODE
CHARACTER
DESIGN
LOCATION
DESIGN
BETA
The Mountain of
Adventure Game Development
PROTOTYPE
NARRATIVE ENGINE
CONCEPT
ART
PUZZLE
DESIGN
ROUGH ART
“FINAL”
ART
ROUGH
ANIMATIONS
“FINAL”
ANIMATIONS
ROUGH
DIALOGUE
“FINAL”
DIALOGUE
TEMP
SFX
TEMP
MUSIC
“FINAL”
SFX
“FINAL”
MUSIC
VOICE
ACTING
“FINAL”
CODE
CHARACTER
DESIGN
LOCATION
DESIGN
BETA
The Mountain of
Adventure Game Development
$
PROTOTYPE
NARRATIVE ENGINE
CONCEPT
ART
PUZZLE
DESIGN
ROUGH ART
“FINAL”
ART
ROUGH
ANIMATIONS
“FINAL”
ANIMATIONS
ROUGH
DIALOGUE
“FINAL”
DIALOGUE
TEMP
SFX
TEMP
MUSIC
“FINAL”
SFX
“FINAL”
MUSIC
VOICE
ACTING
“FINAL”
CODE
CHARACTER
DESIGN
LOCATION
DESIGN
BETA
The Mountain of
Adventure Game Development
$$$
PROTOTYPE
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
STORY / NARRATIVE CONCEPT ART
PUZZLE
DESIGN
DEVELOPMENT ART ANIMATION
SFX
TESTING / QA
MUSIC
MUSICAL THEME
STORY / NARRATIVE CONCEPT ART
PUZZLE
DESIGN
DEVELOPMENT ART ANIMATION
SFX
TESTING / QA
MUSIC
MUSICAL THEME
Trello / ticketing systems
Project management SW (e.g. Basecamp)
Here be dragons
“A delayed game is eventually good,
but a rushed game is forever bad.”
Mr. Shigeru Miyamoto
Nintendo
Narrative
Story
Sequence of events
Mary wakes up, gets dressed, drives to work, works, goes to lunch, flirts
with David, does more work, goes home.
Plot
Events as they relate to each other
Mary’s day begins when she wakes up and drives to work. The most
interesting part of her day is lunch, when she flirts with David. The plot ends
when she goes home.
Narrative
“design” of the story (events may be in diff. order)
Mary wakes up, skipping breakfast so she can go straight to work. Though
most of her day is boring, she likes lunch because David is there and they
flirt a little. After work, she drives straight home to get some sleep.
Source:
Narrative
90% structure, 10% plot
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
I. Departure
Call to Adventure

Refusal of Call

Supernatural Air

First Threshold

Belly of the Whale
Princess Leia’s Message

Must Help With Harvest

Obi-wan rescues Luke

Escape from Tatooine

Trash Compactor
I. Departure
Call to Adventure

Refusal of Call

Supernatural Air

First Threshold

Belly of the Whale
Princess Leia’s Message

Must Help With Harvest

Obi-wan rescues Luke

Escape from Tatooine

Trash Compactor
II. Initiation
Road of Trials

Meeting Goddess

Temptation Off Path

Atonement With Father

Apotheosis

The Ultimate Boon
Practice With Light Saber

Princess Leia

Temptation of Dark Side

Darth and Luke Reconcile

Luke becomes Jedi

Death Star destroyed
I. Departure
Call to Adventure

Refusal of Call

Supernatural Air

First Threshold

Belly of the Whale
Princess Leia’s Message

Must Help With Harvest

Obi-wan rescues Luke

Escape from Tatooine

Trash Compactor
II. Initiation
Road of Trials

Meeting Goddess

Temptation Off Path

Atonement With Father

Apotheosis

The Ultimate Boon
Practice With Light Saber

Princess Leia

Temptation of Dark Side

Darth and Luke Reconcile

Luke becomes Jedi

Death Star destroyed
III. Return
Refusal to Return

The Magic Flight

Rescue from Without

Return Threshold

Master of two worlds

Freedom to live
Luke wants to stay

Millenium Falcon

Han Saves Luke

Destruction of TIE fighters

Victory Ceremony

Success over empire
CHANGE FALLGROWTH
Source: http://vanvelding.blogspot.si/2015/05/ffs-pulaski-hate-is-unjustified.html
Act 2
Act 1Act 3
Limited awareness
Increased awareness
Reluctance to change
Overcoming
Committing
Experimenting
Preparing
Big change
Consequences
Rededication
Final attempt
Mastery
Character Arc
Emotional Alignment
Character motivation vs. player’s pre-existing motivation
Motivation: What does the protagonist want?
Enough to continue through obstacles
How does the character and his motivation change?
Marry Sue / Gary Stu =
bad writing in non-interactive, OK for games
(but also for adventure games?)
What does the villain want? Why?
TV Tropes
Final Temptation for a Normal Life
He Knows Too Much
Lottery of Doom
Monster Protection Racket
An Offer You Can’t Refuse
Trouble Follows You Home
The Collector
Examples
Tomorrowland
Last of Us
Star Wars (1977)
BASIC PLOT CHARACTER LISTBASIC LOCATIONS
BASIC PLOT
WRITTEN NARRATIVE
CHARACTER LISTBASIC LOCATIONS
CHARACTER
MOTIVATIONS,
CHANGES
LOCATION
DESCRIPTION
BASIC PLOT
WRITTEN NARRATIVE
STORYBOARDS
CHARACTER LISTBASIC LOCATIONS
CHARACTER
MOTIVATIONS,
CHANGES
LOCATION
DESCRIPTION
BASIC PLOT
WRITTEN NARRATIVE
STORYBOARDS
PUZZLES, PROTOTYPE
CHARACTER LISTBASIC LOCATIONS
CHARACTER
MOTIVATIONS,
CHANGES
LOCATION
DESCRIPTION
PLACEHOLDER
SCRIPT / DIALOGUE
LOCATION
CONCEPT ART
BASIC PLOT
WRITTEN NARRATIVE
STORYBOARDS
CHARACTER LISTBASIC LOCATIONS
CHARACTER
MOTIVATIONS,
CHANGES
LOCATION
DESCRIPTION
BETA
PLACEHOLDER
SCRIPT / DIALOGUE
FINAL
SCRIPT / DIALOGUE
LOCATION
CONCEPT ART
PUZZLES, PROTOTYPE
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Exposition
Cutscenes vs. Gameplay
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Narrative
Technical Debt
OK OK OK OK
OK OK OK OK OK
OK OK OK OK OK
OK OK OK OK OK
Placeholder
Narrative
Technical Debt
OK OK
Will Rewrite
Later
OK OK
OK OK OK OK OK
OK OK OK OK OK
OK OK OK OK OK
Narrative
Technical Debt
OK OK
Will Rewrite
Later
OK OK
OK OK OK OK OK
OK OK OK OK OK
OK OK OK OK OK
Narrative
Technical Debt
OK OK
Will Rewrite
Later
OK OK
OK OK OK OK OK
OK OK OK OK OK
OK OK OK OK OK
Narrative
Technical Debt
OK OK
Will Rewrite
Later
OK OK
OK OK OK OK OK
OK OK OK OK OK
OK OK OK OK OK
Narrative
Technical Debt
OK OK
Will Rewrite
Later
OK OK
OK OK OK OK OK
OK OK OK OK OK
OK OK OK OK OK
??
1 2 3 4 5 6 7 8 9 0
a b c d e f g h i
j k l m n o p q r
s t u v w x y z
+ - / ? !
Alien Sans
1 2 3 4 5 6 7 8 9 0
a b c d e f g h i
j k l m n o p q r
s t u v w x y z
Puzzle Design
Puzzle Types
DIALOGUE PUZZLES
NON-CONTEXTUAL
LOGIC PUZZLES
ENVIRONMENTAL
PUZZLES
INVENTORY
PUZZLES
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Puzzle Dependency Chart
FLY AWAY IN
SPACESHIP
Puzzle Dependency Chart
FIX ENGINE
FLY AWAY IN
SPACESHIP
GET NAVIGATION
CHARTS
GET ROCKET
FUEL
Puzzle Dependency Chart
FIX ENGINE
FLY AWAY IN
SPACESHIP
GET NAVIGATION
CHARTS
GET WRENCH
PICK UP
SCREWDRIVER
GET ELEPHANT
TO MOVE
CATCH MOUSE
GET ROCKET
FUEL
Puzzle Dependency Chart
FIX ENGINE
FLY AWAY IN
SPACESHIP
GET NAVIGATION
CHARTS
GET WRENCH
PICK UP
SCREWDRIVER
GIVE BASEBALL CARD
TO NAVIGATOR TINA
GET ROCKET
FUEL
GET ELEPHANT
TO MOVE
CATCH MOUSE
GET BASEBALL CARD
IN EXCHANGE
FIND WEDDING RING
USE METAL DETECTOR
WITH GARDEN
RETURN WEDDING
RING TO BOB
ENVIRONMENT
CONCEPT ART
PUZZLE SKETCH ON
PAPER
ENVIRONMENT
CONCEPT ART
PUZZLE SKETCH ON
PAPER
PLACEHOLDER PUZZLE
ART
ENVIRONMENT
CONCEPT ART
PUZZLE SKETCH ON
PAPER
PLACEHOLDER PUZZLE
ART
PROTOTYPE
ENVIRONMENT
CONCEPT ART
PUZZLE SKETCH ON
PAPER
PLACEHOLDER PUZZLE
ART
PROTOTYPE TESTING
ENVIRONMENT
CONCEPT ART
PUZZLE SKETCH ON
PAPER
PLACEHOLDER PUZZLE
ART
PROTOTYPE
FINAL ART & CODE
TESTING
ART!
2D
-vs-
3D
-vs-
2D with 3D pipeline
Pencil & Paper
TV Paint
Camera
Photoshop
PS Scripts
Unity
Animation process video: http://elroythegame.com/blog/hand-drawn-2d-animation-process-for-elroy/
Concept Art
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
NARRATIVE
CONCEPT ART
LOCATIONS
(except non-contextual
puzzles)
PUZZLE DESIGN
PROTOTYPE
CHARACTER
DESIGN
FINAL ART
Pipeline from art
POV
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Animation
2d hand-drawn for live characters
skeletal (3d-style) for robots, machines
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Animation
Character animation process
(video)
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Engines
Unity
Game Maker
Adventure Game Studio
Unity Frameworks
Roll Your Own
-or-
Asset Store
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
x
y
h = hmin + (y-hmin) * k
k = (hmax-hmin) / (ymax-ymin)
hmax
hmin
ymin
ymax
ywb
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
head
diagonal
eyes
neutral
pupils
neutral
eyebrows
neutral
mouth
neural “L”
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Development
Lip sync
Preston-Blair Phoneme Set
AI – A or I, as in apple, day, hat, happy, rat, act, plait, dive, aisle
E – as in egg, free, peach, dream, tree
FV – forest, daft, life, fear, very, endeavour
L – as in election, alone, elicit, elm, leg, pull
MBP – as in embark, bear, best, put, plan, imagine, mad, mine
O – as in honk, hot, off, odd, fetlock, exotic, goat
U – as in fund, universe, you, runner, jump, fudge, treasure
WQ – as in cower, quick, wish, skewer, how
etc (C D G J K N R S Y Z) – as in grouch, rod, zoo, kill, car,
sheep, pun, dug, jaw, void, roach, lodge
rest – used during pauses
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
ROUGH SCRIPT
ROUGH SCRIPT
TEXT-TO-SPEECH
ROUGH SCRIPT
TEXT-TO-SPEECH
ALPHA
ROUGH SCRIPT
TEXT-TO-SPEECH
ALPHA
Script Line (Google Docs)
Custom Windows App
Speech API (Text to Speech)
Example.WAV
Example_txt.txt
Example_visemes.txt
ROUGH SCRIPT
TEXT-TO-SPEECH
ALPHA
ROUGH SCRIPT
TEXT-TO-SPEECH
ALPHA
FINAL SCRIPT
ROUGH SCRIPT
TEXT-TO-SPEECH
ALPHA
VOICE ACTINGFINAL SCRIPT
ROUGH SCRIPT
TEXT-TO-SPEECH
ALPHA
VOICE ACTING
SPEECH RECOGNITION
FINAL SCRIPT
ROUGH SCRIPT
TEXT-TO-SPEECH
ALPHA
VOICE ACTING
SPEECH RECOGNITION
MANUAL FIXES *
FINAL SCRIPT
ROUGH SCRIPT
TEXT-TO-SPEECH
ALPHA
VOICE ACTING
SPEECH RECOGNITION
BETA
MANUAL FIXES *
FINAL SCRIPT
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Hint Systems
The door is locked. Hm, maybe I can
find a key somewhere?
implicit hint system = BEST
Voice Recording
Native speakers
Different sources ($):
(!) Similar equipment
(!) Similar environment
-or-
Professional studio ($-$$)
SFX
Placeholders
Licensed sounds
Custom-made sfx
Audio
Music + levels + mood
SCUMM (LucasArts), small number of themes,
variations based on context
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)
@tadej
@elroythegame
www.elroythegame.com

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Adventure Games: The Ins and Outs of Design and Development (Lessons Learned)