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animators combine hand-drawn   is especially true for platforming   from creative director Michel Ancel.   by Olivier Palmieri. (You can read
          animation with modern bone-driven   games, as they are entirely based   While creativity is obviously an   the article here: http://gamasutra.
          techniques. This was integral to   around the player’s ability to use   important aspect of game creation,   com/view/news/167322/Rayman_
          building RAYMAN ORIGINS’S unique   the controls to deftly maneuver   and had a very large hand in the   Origins_designer_Chris_McEntees_
          animation style, which is reminiscent   the player character through   critical success of RAYMAN ORIGINS,   rational_approach_to_game_design.
          of Saturday morning cartoons with   troublesome terrain. The better this   pure uncontrolled creativity can be   php.)  Here is a quick explanation of
          a hint of a French touch. In fact, a   character feels for players, the more   dangerous to game development.   rational design from that article:
          handful of animators on the RAYMAN   quickly they will feel in control of the   A highly creative individual or team
          team came not from the video   avatar. With RAYMAN, we combined   needs very rational designers to   "Rational design is all about

          game industry, but straight from   hand-drawn animations with fluid   balance them.   eliminating unnecessary

          animated film; with GenAnim, they   movement metrics, which results in   In RAYMAN ORIGINS, the game   information, making
          can be easily integrated into the   control that few players have ever   director, Sébastien Morin (who has a   things inherently readable,
          development team.        experienced in a game before.   strong background as a programmer),   understandable, and
            The UBIart framework is handy   The UBIart framework was not   and the level design director, Olivier   apparent, introducing

          for designers, too, because it’s   originally developed specifically   Palmieri (who is highly skilled in the   mechanics in an orderly and
          easy to prototype with. Its intuitive   to create a RAYMAN game, and it   field of rational design—I’ll talk more   easily digestible fashion,

          skeletal binding system makes it   wasn’t until the basics of the engine   about this later), helped contain   and preserving the learning

          easy for designers to use the game’s   were up and running that Ubisoft   the outpouring of creative ideas.   and difficulty curves of
          existing characters and objects   decided to create a RAYMAN reboot.   Every day they would filter them into   a game, known as macro



          to set up complex ideas in simple   From there, the artists defined his   something equally charming but far   flow. In principle, it is best
          ways. With UBIart, it’s fairly easy   animation style, and when they felt   more manageable for the team to   to provide a player with

          to create a basic level topology,   that his movements looked fluid and   build (and more easily understood by   significantly interesting and

          define collision, and apply textures   fun, the programmers ventured to   the player).  deep mechanics that are

          to the level’s “friezes” (blockout   craft the in-game movement metrics   This process of rationalizing   well explored and exploited

          geometry), and the engine will   to match the fluidity and timing of   creative output for implementation   through clever rationalized
          make sure it has proper artwork   the animation. The player mechanics   didn’t happen until pre-production   level design, rather than

          that scales and tiles accordingly   were designed and implemented   had been finished for a while; for the   injecting the game full

          no matter what configuration or   iteratively, and the animations were   year of pre-production, where the   of one-shot gameplay
          number of vertices the designer   changed and tweaked and thrown   small core team was creating the   mechanics to feign depth.
          uses. The most important aspect   away until the three Cs felt perfect.   UBIart framework and developing   A good mechanic, such as
          of the UBIart framework to a level   Only once the main character was   the three Cs, we didn’t need to worry   the portal gun in the Valve
          designer, however, is that the   finished and comfortably fun to   about it. Pre-production is the perfect   game Portal, can carry an

          game is always running in the   control did we begin working on level   time for creativity to run Irampant   entire game by itself with the
          editor, so as the designer pulls and   and gameplay element design.   and see where it takes you, because   addition of proper gameplay

          stretches the geometry, or drops   The reason this worked out   you are still working hard to define   elements to help emphasize
          in a series of platforms, RAYMAN   so well is that rather than making   the identity of your game.   the usefulness and depth of
          continues to animate and move   levels and designing the character   Once production started,   the mechanic.”
          with the geometry, just waiting for a   mechanics concurrently and   however, the design directors

          controller input to take him through   having both influence each other   stepped into their roles more firmly   When this Design Academy was

          the environment. Someone can even   (which would potentially water   and began to tackle the sea of   finished, Palmieri came to the

          be playing while another person is   down the three Cs to compensate   interesting concepts and mechanics   RAYMAN ORIGINS team as level design
          editing, which makes the process   for the level-design metrics), the   and rationally construct a game   director to teach the design team
          of refining and iterating on a level   team knew the character felt great   system out of it, and Michel Ancel   how to properly rationalize the game.


          much more efficient.      and just needed to build levels that   stayed involved in order to preserve   Before this, the team had some idea
                                   he could traverse with the use of   the game’s creative charm. It was   of what they wanted for the levels in
          3. FOCUS ON              his skill set and metrics. In this   this fine balancing act between two   the game, but once they began the

          THE THREE CS             way, the team was guaranteed that   great forces that kept the project   rationalization process, the design
             At Ubisoft, the three Cs of a   no matter what, playing through   on an even keel and ultimately   became far more consistent. The
          game (camera, character, and   the levels was going to feel fluid   produced a game that was both   level design team employed rational


          controls) are the most important   and fun. While the team did end up   creative and playable.   design to understand how difficult

          thing to define and maintain   making changes to the three Cs               a gameplay sequence was, why it
          because they determine the player’s   later in the development process   5. RATIONAL LEVEL   was so difficult, and where in the


          experience throughout the entire   to fine-tune them, the fact remains   DESIGN  macro structure of the game such a
          game. Obviously, when the control   that the RAYMAN that was functional     In March 2012, I wrote a   sequence would fit. Rational design

          of the main character feels wrong,   before game production began was   lengthy article on Gamasutra   helped define what color a gameplay

          when the camera just doesn’t cut it,   at least 90% of the RAYMAN that is   about Ubisoft’s internal rational   element should be to greater clarify

          or when the character animations   playable in the finished product.  design methodology, which was   its function in the game, and it
          don’t provide good feedback to                    conceived by Lionel Raynaud,   even denoted when some exotic
          player inputs and in-game actions,   4. CREATIVITY VS.   Ubisoft worldwide content director,   gameplay was required to break up
          the overall experience in the game   RATIONALITY  and Eric Couzian, Ubisoft game   the repetition of the core gameplay.
          world feels awful, even if the game     Creativity is a hallmark of Ubisoft   design conception director, and   Quite a large handful of reviews
          and level design is outstanding. This   Montpellier, and much of that comes   was taught throughout Ubisoft   of RAYMAN ORIGINS commented on
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