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Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

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Page 1: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Scaring the Beejezus out of the Player in an FPS

Brent Disbrow & Matt Tieger

Page 2: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Introduction

Who the hell are these guys anyway? What is Darkwatch? Darkwatch video

Page 3: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Lecture Overview

Fear in Theory Powerful Tools Principles to Remember Production Challenges

Page 4: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Fear in Games

Business is good! Some game

franchises continue to scare us, game after game!

The Resident Evil series has sold over 27 million units worldwide

Page 5: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Fear in Media

How do We Interpret Fear in Media? Books Movies

What makes Games so Special? Draw Parallels NOT Direct Examples

Page 6: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Why Create Fear?

Why do you want it? How does it contribute to your

game? Story Character Setting Gameplay Marketing

Page 7: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Unique Genre Challenges

Powerful Player Shoot First Mentality What are they Looking at?!? Pacing Expectations

Page 8: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Powerful Tools

(at least as far as we can tell!) Audio Disempowerment Visuals Lighting POV experience

Page 9: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Audio

1-offs Music Universal signals Player audio Player Mechanics Silence

Page 10: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Disempowerment

Direct vs Indirect How do we set up disempowerment? What is there to take away?

Ammo & weapons Abilities Senses Movement Room to Move Time

Page 11: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Lighting

Unsettling lighting Shadows Tonal Lighting Lighting changes Player lighting

Page 12: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Visuals

Design aesthetic Character Design Character Animations Cognitive Dissonance Visual Trickery

Page 13: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

POV Experience HUD Changes Setups keyed to POV Fullscreen FX Gamespeed Changes Warping Reality

Page 14: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Principles to Remember

Timing Cognitive Dissonance Comprehension Limits

Page 15: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Timing & Pacing

What’s the difference? Timing’s keystones are:

Anticipation Release Shock!!

Effective Pacing

Page 16: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Comprehending the Danger The player needs to get it Simple Rules for the player

Page 17: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Cognitive Dissonance

Mess with expectations Identify with normalcy but twisted Inanimate objects doing things they

shouldn’t Things sounding familiar but…not

Page 18: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

The Limits

Use Discretion Use All of the Tricks Accept that you can’t scare everybody all

the time

Page 19: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Production Challenges

Unique content Prepare your producers for one-off content The most effective tools will be the ones least

repeated Asking for the right tech

Be clear what you want and when you want it For example, trigger activation based on where

the player is looking at Every facet counts

Audio integration, the unwanted stepchild

Page 20: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Production Challenges

Level layouts These experiences do not exist in a

vacuum – the level needs to build up to the moment & release

Players can break the pace

Page 21: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Production Challenges

Creating a Vision Challenge of creating a vision and then

getting everybody to buy into and contribute to it

Faith in Minimalism Sometimes all you need is audio

Choose your battles Avoid making your favorite sandwich

Page 22: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Tech & Design Exploration

Short video demonstrating several elements of the talk

Page 23: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Summary

Why create Fear Unique FPS challenges Powerful Tools Principles to Remember Production Challenges

Page 24: Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger

Questions?

Contact Information:

Brent Disbrow – [email protected]

Matt Tieger – [email protected]