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08/24/22 1 Game Look and Feel CIS 487/587 Bruce R. Maxim UM-Dearborn

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Game Look and Feel. CIS 487/587 Bruce R. Maxim UM-Dearborn. Look and Feel. Many times game designers start only with trying to achieve a certain look or feel in their game - PowerPoint PPT Presentation

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Page 1: Game Look and Feel

04/22/23 1

Game Look and Feel

CIS 487/587Bruce R. MaximUM-Dearborn

Page 2: Game Look and Feel

04/22/23 2

Look and Feel

• Many times game designers start only with trying to achieve a certain look or feel in their game

• There are some things that game designers need to think about to promote the player’s feeling of total immersion in the game world

Page 3: Game Look and Feel

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Ambience

• Everything that contributes to the innate look and feel of a game– Sound– Vision– Touch

• Ambience all about figuring out how to tell a story without full motion videos or cut-scenes

Page 4: Game Look and Feel

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Sound

• While the player is engrossed in gameplay music adds to the player’s sense of atmosphere

• Sound effects can also be used to foreshadow action as well as reward player actions

• Sound (esp. spoken words) can be used for comic relief in games

Page 5: Game Look and Feel

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Vision• Concept art is used to set the general

style of the game’s appearance• Concept artists provide ideas and

inspiration to the computer artists who produce the computer images used in the game

• Creating concept art early in the design process helps convey a shared game vision to the entire team

Page 6: Game Look and Feel

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Touch

• Touch refers to the game developers’ handling of the game

• It is important to convey the physical feeling of the game environment from the player’s perspective

Page 7: Game Look and Feel

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Interface – 1

• Game interfaces should not interfere with the player’s game experience

• A good user interface is easy to learn and easy to use

• A realistic user interface mirrors controls familiar to players in the real world

Page 8: Game Look and Feel

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Interface - 2

• Game controls should not intrude into the game display

• Game controls can be designed so that they are context sensitive and “second” guess what the player want to do

• Alternatively the “guess” for control behavior could be based on what the player has done in the past

Page 9: Game Look and Feel

Storyline

• Pick a game that does a good job of melding it story with the gameplay.

• Why does this game succeed?

• How does the plot unfold as the game progresses?

04/22/23 9

Page 10: Game Look and Feel

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Story Telling Techniques - 1

• Obstacles– Make players work to get story elements by

meeting a challenge or solving a problem• Foreshadowing

– Use in the story introduction to show players what is to come

• Personalization– Getting the player to internalize the game goals by

making the initial challenge a personal one

Page 11: Game Look and Feel

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Story Telling Techniques - 2

• Resonance– When story elements get close enough to get a

spark that illuminates the story– Player is sometimes left with a feeling of deja vu

• Resistance– The unwilling protagonist sucks players into

rooting for the story before the main character– Helps enable “willing suspension of disbelief”

Page 12: Game Look and Feel

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Story Telling Techniques - 3

• Plot Points– Pivot the story line around new and

surprising directions (even when players know the outcome)

– Aristotle’s plot point types• The reversal• The discovery• The calamity

Page 13: Game Look and Feel

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Story Telling Techniques - 4

• Suspense– Allows you to create fear and expectation without

forcing the player to rely on trial and error– Hitchcock was a master at doing this

• Dialog– Don’t use dialog to convey something done better

with pictures– Make sure characters reveal something interesting

each time

Page 14: Game Look and Feel

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Story Telling Techniques - 5

• Theme – The inherent question posed by the story but left

unanswered for the player to discover• Resolution

– Hard won victory– Non-obvious ending– Satisfying to reader– Consistent– Achieve closure

Page 15: Game Look and Feel

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Story Telling Techniques - 4

• Change– The interest value in a story lies in the fact

that something has happened to force a change in the “status quo” – nothing new is boring.

Page 16: Game Look and Feel

Pick a Game with a Story

• How is exposition handled?• Who is the protagonist?• What is the main conflict?• When is it introduced?• What does the protagonist do to resolve

the conflict?• What causes story tension to rise?04/22/23 16

Page 17: Game Look and Feel

Pick a Game with a Story• What deciding factor brings the story to a

climax?• What happens in the resolution?• What game play elements support the plot

points?• How is the exposition handled?• Is the game goal integrated with story

main conflict?04/22/23 17

Page 18: Game Look and Feel

Pick a Game with a Story• How does gameplay cause tension to rise?• What deciding factor brings the game to a

climax?• Do the dramatic and gameplay elements

help or hinder progress toward resolution?• How might they be better integrated to

make the game work from an emotional perspective?

04/22/23 18