To be a game maker who sees forests, not a tree
Topic: The correct way of thinking of game makers
Lecturer: Steve Patsy / Strike Distance Studio CDO
Lecture time: 2022.11.17 (Thu) 13:00 ~ 13:50
Lecture Summary: In this lecture, Steve Patsy CDO talked about the mind as a game producer who felt in the game industry.
■ What is a game maker?
Steve Patsy CDO has been developing various games, including the Dead Space series for the past 25 years. In this lecture, he talked about the most useful mind in the development of the Callisto Protocol, which he is developing at the Striking Distance Studio.
He has been in the game industry so far and has found the answer to the question, What is the game producer? Game makers usually think of Kojima's Kolyma Productions in Nintendo's Miyamoto Shivering Kolyma Productions. Steve Papuscasses CDO said, The two of them have in common with the pioneers and great creativity. But behind them, you should not forget that you could make a great game because there was always a great team.
In order for a game to be born, it is important for experts in different fields to work together. In fact, when he started his career, he was in charge of audio of various games as a sound engineer. The characteristics of these specialists are very familiar with their fields, while he is not familiar with seeing the big picture with the entire project.
He then cited 'Mona Lisa's eyebrows' as an example and talked about the importance of seeing the big picture in the game development. The woman in the Mona Lisa, a masterpiece painted by Leonardo da Vinci, does not have eyebrows, but most of them can feel the beauty of the painting because the overall composition harmonizes.
However, Steve Patsy CDO explains that the eye of a specialist who is not familiar with seeing a big picture in a field may only show that there is no eyebrow of Mona Lisa. This picture is interesting is that it looks beautiful even though there are no eyebrows, but you can think that you have to draw eyebrows without specialists.
This case can be applied in common to game development. Whether you will focus on one of the elements that play the game, such as sound, visuals, combat, animation, and effects, or whether you will continue to develop with a step back and seeing the overall picture.
■ How to raise your eyes to see 'big picture' So how did Steve Patsy CDO, who started a career as a specialist in the sound field? He explained that 'communication' is the most important so that all the teams can understand the clear vision.
At the same time, he introduced the development culture of his days he was in EA. A clear vision is presented with a sentence called 'The X', and this concise message is effective in order for everyone who participated in the development to move towards the common goal. For example, X of the Callisto Protocol is a survival horror from the deep space prison. It is a sentence that summarizes the genre, characteristics and background of the game at once.
That's not all. After sharing a clear vision, it is important to establish a pillar, a key element to support the game with its vision. These pillars are the core of the game developed based on vision, and also act as elements that can evaluate the work they are developing. The core pillars of the Callisto Protocol were intense fear, instinctive battle, magnificent action and immersive narrative.
In summary of game development, it can be summarized as creating the final result based on the clear vision set at the beginning, adding details to these core pillars. It looks simple to hear, but it's not easy to put it into action. Steve Papuscasses CDO said it is important to ask themselves in the development process, and it is necessary to look back on whether my work is in line with the core elements of the product.
Lastly, he finished the lecture by explaining some good questions to ask himself by developing a key element. The first question is to consider whether this work is a good assistance of the core pillars of the product, and it is important to think about whether the team meets within the core values commonly set forth, even if there is a flashing idea during development.
The second is to distinguish between 'differences between differences and better'. It is possible to suggest various ideas in the development process, but it is not possible to guarantee that it always makes the project better. Red and blue are different colors, not one better. It is also important to consider whether the work makes the final result better or just a little different depending on your taste.
The third question is that the change I want to add now is Will the players or critics change enough to notice? After all, game development is for users who play it. Game development is to create an unforgettable experience, and to talk to their friends, or to make a story that can be thought of in a long time, and sometimes small changes are very important, but sometimes it may not matter at all. There is.
Fourthly, it is important to think about whether it is 'to endure the risk' when you always want to change during the game development. Each type of change has a risk. If you think it's a change that matches the core elements even if you take all of such risks, it's not too late to apply it.
Finally, he said that all choices and changes eventually made the final release of the game closer, and it was important to ask himself. Sometimes all members tend to add something more to the project when they are too enthusiastic, which has a significant risk.
■ Response to the site visitors
Q. Personally, I made the dead space series really fun. I was honestly disappointed in Part 3, but I didn't have much tension. Specifically, I want to ask what happened in the development process.
= I have a lot of fun to make personally, but I'm sorry that you didn't like it. The challenge was always with the development of a game where the series increases. When I developed the first 'Dead Space', it was a work that no one knew, and it was the first time to experience everything. In the next series, I remember adding more flexibility and gameplay elements, and sometimes I was worried about creating a curved game by adding a section where the player could feel the strength of Isaac.
In the third episode, I thought this, and at that point, the main character, the child, had already become a veteran who had already dealt with Necrosis. If I was Isaac, I killed countless Mesomorphs. Three developments began with the idea. There were several choices in the process, and the result was 'Dead Space 3'. I hope this will be answered.
Q. I would like to ask questions about the recent NFT and Meta Bus Web 3.0 games. As one of the developers in the game industry, what do you think the future of the game?
I will tell you my personal opinion about the question. It applies not only to the game but also to all entertainment areas, and all of that creative attempts begin with honesty, collaboration, and passion, rather than starting with new technologies. Personally, I do not motivate me (new technology), and I don't think attempts to follow new technologies will not lead to the desired results.
Also, in the game made by Striking Distance Studios, I think creative attempts should be a story that players will be interested in. Today, where many entertainment contents are created, the most passionate and most enthusiastic and users are contents with ideas that have a story that captivates users.
Personally, if you want to make games using new technologies, we hope to seek people's experiences, rather than pursuing money. If a game that truly thinks of a player appears, there will be a successful case in web 3 games.
Q. I wonder if there was a more efficient way of communication in the process of sharing a clear vision among the team members who talked in the lecture.
= If you have realized while working in the game industry for many years, 'repeating' is important when talking with people. Humans need repetition to understand, and repeated messages must be consistent. In order to share the vision effectively, we have made new changes every year, but recently we use various collaboration tools. In conclusion, it is effective to share the vision and concept repeatedly, and to share and deliver the important information to the comfortable tools.
Q. I told you that the vision and the pillars that supported it were important.
= There is no change in the vision. If you divide the game development in detail, you need to prepare a concept in the early stages and clearly summarize what you need. It is changing at the stage of finding the concept and the design stage. Of course, you may interpret what the game we want to make again, but before the production begins, we need to fix the vision and columns.
In addition, we will create some of the concepts that can be played based on the concept we thought before the start of development. It is also called a vertical slice, but while playing this,