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Jet pack joyride
THE POSTMORTEM
@GDC2012 by Luke Muskat
CCO @halfbrick studio
Cherif Younis GDP3
ESPECIALY THE PROCEDURAL
LEVEL DESIGN
Why ?
Somes rules
WHY ?
For the player
image : Touhou
The game must not be unfair or just a little bit
ANd
THIS IS THE SAME GAME
BUT IT'S DIFFERENT
EACH TIME
For the designer
Save a lot of time
Some rules
IT'S JUST A QUESTION OF RYTHME
This pattern faster and faster
BUT we are talking about proccedural
simple to implement, simple to ragequit
one of the solution
More control of the flow
Example
Game: Monster Dash
Time of reaction
QUESTIONS ?
http://www.gdcvault.com/play/1015527/Depth-in-Simplicity-The-Making
2014 - Isart Digital - The making Of Jetpack Joyride
By cherif younis
Made with Slides.com
2014 - Isart Digital - The making Of Jetpack Joyride
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cherif younis
cherif-younis.com
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