GameDev Bible - Daniel Moreno
GameDev Bible - Daniel Moreno
GameDev Bible - Daniel Moreno
Cultural complicity
-Examine the behaviors your game encourages
-Question the explicit and implicit messages in your game
-Think about the way your game encourages interactions with others
-Imagine that your game wholly defines someone’s viewpoint for the world
-Think about the impact of the fantasies that you’re selling
-Consider who you empower through the nature of your marketing
-Every piece of media is a reflection of who and what you stand for
-Embrace complicity and responsibility
Narrative Prototype
Digital Sandbox
-Showcases controls
-Asks and answers “is this immediately enjoyable?”
Game Narrative
The player is performing actions that influence events and learns to master the
system/rules to achieve their goal.
-An Idea
-A deadline: at most 3 days
-Narrative reference points: at least one game that has similarities to your idea
-A personal storytelling experience: a time when you felt engaged and
empowered as a storyteller
-A focus on the central question of game narrative
Initial Writeup
-Show the player their goal. In Journey it was the mountain with the light
-Give meaning to the rules
-Use characters as goals, resources and conflict
-Goals: Clementine (keep her safe)
-Resources: info/item vendors in RPGs
-Conflict: Donkey Kong
-Grow the story events around the action
Roleplaying: Who were the characters that were involved? What resources
did they have at hand? What was their interest/fashion at the time?
Personality:
Behavioral Traces: It’s what you leave in an environment as you use it. It
could be garbage and clutter, but also a couch or a chair under a window
or next to a lamp because somebody is using them to read.
Identity Claims: reminders of who you are for yourself or other people in the
environment. Photographs on the wall or diplomas, but also the type of
artwork or objects on display.
Affordances: actions that an object allows that add to the storytelling (chairs and
sofas for comfort, car, door... but also a torture chair, wine barrels and such)
Sizes:
Aesthetic Language
Structure
Layout
Layout of the Path: affects the experience of a space over time. Can
be seen as trajectory or flow.
Intensity: it’s important to vary the level of intensity in order to make a rich
experience because a consistently high level can become overwhelming
for the audience and consistently low can be boring.
Interior Design Principles
Mastering Space, Mastering Place
Order
We deal with complex spaces with many elements and when placed together the
user should be able to understand where they are, which can give them a feeling
of ease. That’s powerful for us. If we don’t arrange things people can get lost and
lose their sense of orientation.
-Identity. Creating an iconic element that people can remember and come back
to. The Eiffel Tower, for example
-Structure. It’s the pattern within those spaces. The easily memorable repetition
of elements. For example the closeness of building units and their size in a
neighborhood.
We use enclosure and implied space (the suggestion of one space from another).
Walls and corners imply safety and comfort. We feel more comfortable in smaller
pockets of a space..
In practice, we want to look at scenes and start to ask questions about how order
exists, how they create orientation/identity/structures…
Enrichment
Visually we like scenes where there is a lot of complexity in them. If a space is too
boring and simple you don’t necessarily want to go there. However, if the space is
too complex you also don’t want to either. The spaces that people appreciate the
most are naturalistic, where we can see perceptible patterns and repetition of
elements.
Universal Enrichment
How we deal with the mood, or tone, or narrative of a space. We tell the audience
the broad ideas.
How do you want consumers to recognise your company? What are you trying to
achieve? Figure out 1 key message and 1 key artwork. You’re selling a story.
Roadmap
● Product announcement
● First screenshots
● First trailer (most important), sells credibility
● Preview possibilities
● Release date announcement
● Release announcement (+launch trailer)
Encourage people to follow you, for example: “As development ramps up, we’ll be
releasing more screenshots of unseen areas. You won’t want to miss this, so make
sure to follow!”
How to say it
Websites. The central Hub of your online presence, it needs to be well maintained
and presented.
Social Media. You can use Trello as a planning board. Use hashtags like #indiedev,
#animation, #indiedevhour, #screenshotsaturday, #ue4, #unreal
Consider what month to communicate new beats. For gaming audiences, June
(E3) and Christmas should be avoided.
Consider what time: during business hours (9:00 - 16:00). Keep timezones in mind
(around 06:00 PST / 14:00 GMT is a good time) as well as bank holidays.
Trailer:
-You’re missing out! We don’t want you to miss a one-of-a-kind experience.
It’s even better when the product has already blown up.
-There’s way more inside! You want to stick within the comforts of
established narrative, but cram as many flashes of related material into the
margins, to leave an impression in the back of the viewer’s mind that there’s a
whole world here.
-This feels comfortable… Whether at the very beginning or a bit later, we
need to establish the genre and bring people up to speed.
-This also feels really different! Once you frame things, you’re free to stack
on top to make the viewer happily disoriented.
-This is my stuff! Think hard about your last shot. The last emotion you land
on, that’s the lasting connection folks have with your product. You want them to
leave with some big feelings.
-Evaluate the quantity and quality of your hooks. Ideally you want every facet of
your project to be unique and compelling in some way: art, name, story, dev team,
everything.
You will need to become adept at evaluating hooks. Find 10 or 20 products that
you think are close to yours. Watch all of them, examine their hooks and look at
their results.
-Sell it with a GIF: can you present your selling points in a GIF? Can you show that
in a span of five or six seconds? If you can’t, try instead to capture a big, exciting or
engaging moment so that people can quickly grasp what’s great about it.
-Look at what your competitors are doing and promoting, check out some
kickstarter videos.
-Content ideas:
The challenges you’re facing
What you’re working on.
Stories that have occurred since you last posted.
-Build a strong library of in-editor content and features, specifically tutorial videos
early on and then deeper content as your short takes shape.
Press packs. You can create your own and host it on your site (like the Snake Pass
team has, or the online presskit() from Rami Ismail). Make sure to cover: short
name, studio name, studio location (city), website social links, contact details,
trailer (link to a youtube version and a downloadable version), key art, screenshots
(high resolution and no logo), logo, description of the short / press release (in the
length of a tweet, two sentences, a paragraph, a page)
Contacting the press. Identify smaller sites with less traffic where an email will be
warmly appreciated, bigger sites with more traffic where they have sections
devoted to your kind of product, and specialist sites where your product makes
sense to feature. Learn about the person you’re pitching to.