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done using keyboard shortcuts. In   used in a wide variety of gameplay
          order to use GenAnim, you have to   situations. Without this research,
          memorize the keyboard shortcuts.   the design team was practically
            While the lack of proper tools   flying blind until enough content had

          did not necessarily make the   been created to justify the decision
          quality of the game any lower, what   or, worse, prove it wrong and send

          it did do is make life more difficult   things back to square one.
          for the team, meaning production   Some of the gameplay elements

          was not as efficient as it could have   that were created ended up being
          been with the proper tools in place.  far less reusable than others, which
            This point was not exactly clearly   resulted in a large time investment
          recognized during actual production,   on the art side, the programming
          as the team had been working in the   side, and even the level-design side,
          basic engine since the beginning.   since we needed to experiment
          Only when we started developing   with each element before drawing
          the follow-up game RAYMAN LEGENDS   conclusions on how useful it was.
          was it increasingly clear that the   This is not necessarily anything new
          team needed better tools. There were   or surprising for game developers,
          many small issues in the engine that   and considering the sheer amount

          forced the level designers to find   of different gameplay elements in
          their own workarounds just to get the   the final game it would have been

          functionality they needed in place,   impossible to experiment with all
          but with the simple addition of proper   of them back in pre-production.
          tools and engine improvements the   However, this doesn’t change the

          work was clean and finished five   fact that had the team focused on a

          times faster than before.  broader range of different gameplay
                                   elements from all the proposed
          4. LIMITED PRE-          worlds in the game rather than
          PRODUCTION SCOPE         focusing on every element in the

             Earlier, I mentioned that RAYMAN   first world, we would have been able
          ORIGINS spent a signifi cant time in   to make the rest of the game more
          pre-production, producing a very   smoothly and throw less work away.   when the bosses were being created.  which, through a few simple design
          solid base for the game (the UBIart                 A boss should also be there to   choices, could have ended up far
          framework, the three Cs, GenAnim).   5. BOSS FIGHTS  challenge a player’s understanding   more understandable, relevant,
          Since it took so much work to build     It is more or less safe to say that   of the gameplay mechanics they   and, ultimately, a lot more fun.
          a solid core for RAYMAN, we had to   out of all the content that RAYMAN   have been taught during the previous
          choose what we wanted to focus   ORIGINS boasts, the boss fi ghts are far   world. Let’s take the punch power    FROM ORIGIN TO LEGEND
          on. During pre-production we had   from the best part of the experience.   RAYMAN learns in the Jungle world     Many things went right with
          built the beginnings of a jungle   Apart from the odd chase sequence   of RAYMAN ORIGINS. The fi rst boss of   RAYMAN ORIGINS, but there was
          world, complete with gameplay   or Moskito shooter boss fight, the   the game, Poor Little Daisy, should   plenty of room for improvement,

          elements for the characters to   rest are quite lackluster and require   have been designed to challenge   too. Luckily, the team has the
          interact with, but beyond that   little skill to defeat; the player simply   players to master the punch ability   opportunity to create a follow-
          the team decided that the engine   has to meticulously memorize an   in high-tension situations. That way,   up title, RAYMAN LEGENDS, on the
          and characters were the most   otherwise unpredictable pattern,   players can walk away feeling like   Nintendo Wii U. We’ve been given
          important areas to take care of   and then hope that there isn’t   they have mastered the punch ability,   the opportunity to not just improve
          before production started. This   another phase afterward.   and no matter what is thrown at them   on the base of ORIGINS, but instead
          meant that we couldn’t start   The other issue with the boss   in future levels, it will not be their lack   reflect on our shortcomings

          investigating gameplay elements   fights is that there is a lack of clarity   of ability to use the punch that will   and craft a better, cleaner, and

          for the other worlds until the   not only in the patterns, but in the   slow them down. Instead, Poor Little   ultimately better RAYMAN title that
          production phase began.   creatures themselves. For example,   Daisy simply required the player to   is new and creatively refreshing for
            When the production phase   each boss has its own weak spot   employ the wall-run ability learned in   both the team and our players.
          started, we had concept art for the   that appears from time to time. This   the sixth world of the game to avoid
          other five or so worlds in RAYMAN   weak spot is always placed on top of   Daisy’s patterns until she hurt herself   CHRIS MCENTEE was a level and boss

          ORIGINS, since we needed that to   the creature, whose entire body is   and revealed a weak spot, which   designer on the production of RAYMAN

          define the final art style of the game.   otherwise deadly upon contact. What   could also be jumped on, rendering   ORIGINS, having previously attended

          But concept art alone does not   this means is that even if the boss   the punch entirely optional.  college in the Netherlands (NHTV Breda
          satisfy the requirements for pre-  is in a temporarily stunned state, if   The bosses were developed by   University of Applied Sciences) where he
          production on a world. We needed   the player misses the weak spot and   a more isolated space of the dev   discovered a strong passion for game
          to know if the powers the player   touches the boss, they are hit and   team, where some consistency   design. He continues to work at the Ubisoft
          unlocks in each world are strong   possibly killed. This is very unclear for   issues were able to go by the   Montpellier villa, currently as a game and

          enough to define the gameplay   a player, and something that should   wayside. Unfortunately, this left   level designer on the upcoming Wii U title

          experience and flexible enough to be   and could have been addressed   the player with subpar boss fights   RAYMAN LEGENDS.

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