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DEPTH IN SIMPLICITY: THE MAKING OF JETPACK JOYRIDE Luke Muscat - PowerPoint PPT Presentation

DEPTH IN SIMPLICITY: THE MAKING OF JETPACK JOYRIDE Luke Muscat Chief Creative Officer Halfbrick Studios Introductions! Luke Muscat CCO @ Halfbrick Made these: What the hell is this about? Like a post mortem kind of Lots of


  1. DEPTH IN SIMPLICITY: THE MAKING OF JETPACK JOYRIDE Luke Muscat Chief Creative Officer Halfbrick Studios

  2. Introductions! • Luke Muscat • CCO @ Halfbrick • Made these:

  3. What the hell is this about? Like a post mortem… kind of • Lots of crazy random design points about • Jetpack Joyride More than I can fit into an hour! •

  4. CHAPTER #1: A GAME IN 4 weeks

  5. 4 week game?

  6. GOALS / PILLARS • 1 Button • Super accessible • Ad break play • Depth for the hardcore's

  7. THE PROTOTYPE

  8. THE PROTOTYPE

  9. CHAPTER #2: IT BEGINS

  10. PREFACE: JSI / RSO

  11. PROCEDURAL LEVEL GENERATION • <3 Levels • Only designer on 2 projects = time poor

  12. TYPES OF ENTITIES • Zappers • Vehicles • Coins • Rotating Zappers • Lasers • Coin Streaks • Missiles • Missile Streaks • Tokens

  13. INTERVAL SYSTEM • Everything is placed by the interval system. • Every entity type has a probability of occupying next slot.

  14. INTERVAL SYSTEM

  15. INTERVAL SYSTEM

  16. INTERVAL SYSTEM

  17. MIN INTERVALS = UNFAIR

  18. MIN INTERVALS = UNFAIR

  19. Unfair game is unfair

  20. COSTS OF FAILURE • Time lost • Feeling of failure • Friction on starting again (retry loop)

  21. TIME LOST

  22. EMOTIONAL COST

  23. EMOTIONAL COST

  24. EMOTIONAL COST

  25. EMOTIONAL COST

  26. RESTART FRICTION

  27. CHAPTER 3: TESTING TIME

  28. CHRISTMAS 2010

  29. CHRISTMAS 2010

  30. PLAYTESTING NINJA STYLES

  31. PLAYTESTING NINJA STYLES

  32. REVELATIONS • Became obvious that this game needs more time. • Releasing a free, half assed game seems like the wrong move after Fruit Ninja.

  33. 2 PROBLEMS … • Feels hard, and super intense... No low points in the pacing, always one step away from death. • Not enough variety. Players burning out fast.

  34. PROBLEM 1: INTENSITY

  35. 3 hearts intensity

  36. COD STYLE INTENSITY

  37. Problem 2: VARIETY How do we add more variety?

  38. Problem 2: VARIETY

  39. Problem 2: VARIETY What if we change the controls...? People HATE it when you do that…

  40. NEW CONTROLS

  41. NEW PACING STRUCTURE

  42. GREAT SUCCESS • Pacing = better • Variety = better • More explosions = more better • Game had a big injection of character • Player’s quickly developed favourites

  43. How dumb can we be?

  44. EASING IN AND OUT • First big play test = last years GDC! • People would often make critical mistakes in close proximity to control changes.

  45. EASING IN AND OUT

  46. EASING IN AND OUT

  47. HOW MANY?

  48. CHAPTER 4: STICKYNESS

  49. FOUNDATION FOR EXPERIMENTATION

  50. NEW GOALS / EXPERIMENTS Make an ultra sticky game • Try out some IAP / economy type stuff • Learn stuff that we don’t know much • about!

  51. THE SHOP! Provide incentive for the player other • than ‘beat my friends’ Allow players to express themselves! •

  52. TIME TO STEAL...

  53. CHAPTER 5: We Are ON A MISSION

  54. THE MISSION SYSTEM • Inspired by Tiny Wings • Wanted to do more, with full reward structures and avoiding some of the pitfalls such as getting stuck and burning out • Will take roughly 1 week… right?

  55. 3 COMPANY TESTS • Daily • Optional • Progressive

  56. DAILY SYSTEM

  57. OPTIONAL SYSTEM

  58. Progressive system

  59. REWARDS

  60. Getting visceral • Bars filling up were nice, but we really wanted to give some punchy visceral feedback for completing missions. • Stars slam into place, with sparks, dust etc.

  61. THE STARS

  62. SURPRISE MEGA FEATURE • Becomes a massive draw to the game. • So many layers of goals! (social, status, personal, intrinsic, extrinsic…)

  63. PRESTIGE

  64. FRUIT NINJA VS. JETPACK • Smaller audience(?), much much higher engagement.

  65. CHAPTER 6: GETTING THAT BASTARD OUT THE DOOR

  66. PERFORMANCE RANGE

  67. RETINA 

  68. OH ALSO...

  69. FINALLY OUT!!! • Massive critical reception • Instant chart success, thanks to cross promotional efforts and media storm • Worth the extra 1200% effort • Could not be happier!

  70. THANKS! lmuscat@halfbrick.com

  71. I KNEW SOMEONE WOULD ASK THIS:

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