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Cerny Method 中文版
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Mark Cerny 的 Method 演讲幻灯片,中文版 by Sorma
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Cerny Method 中文版
1.
「⽅方法」 Mark Cerny
Cerny Games, Inc. 翻译/Sorma 保留PPT设计之原汁原味,虽然有点丑。
2.
「⽅方法」 1. 预制作
vs. 制作 2. 「可发布的」初步可玩版 3. 宏观设计 vs 微观设计 4. 玩法测试
3.
⽅方法之⼀一 预制作 vs.
制作 「捕获灵光」 ! 预制作 「制造游戏」 制作
4.
鶴䙼⛓♧雦ⴢ雿 չ⡹鸣康䧬涸鵂玐僽〳⟄ 雦ⴢワ霫ծ䱗ⴀ傞ꢂ邍
涸կպ
5.
预制作: 管理混沌 •
组成核⼼心团队 • 连续创造原型 • 原型转化为游戏关卡之类
6.
鶴䙼⛓✳佪桧雿 չ넞佪䊨⡲㽠僽♶⚗䒙⟣⡦ ⰻ㺂կպ
7.
预制作 • 你不是在做游戏
• 你是在做游戏设计 ▪ 3C:⼈人物、镜头、操作 ▪ 「第⼀一眼」(”look”,详⻅见演讲正⽂文) ▪ 关键技术 ▪ 整体性设计(如果适⽤用)
8.
预制作 • 多多冒险
• 制作时不考虑固定动作 • 制作时不考虑技术限制 • 制作时不考虑内容的语境 • 等等……
9.
鶴䙼⛓♲䪮助雿 չ㼺畮䪮助䖎ꅾ銳䨾⟄⯓ 䪾䪮助䵆ⴀ勻կպ
10.
技术标准实践 创建设计⽂文档 ↓
创建「所需技术」⽂文档 ↓ 做出技术 ↓ 做游戏
11.
两条腿⾛走路! • 造、借、买来「⼜又快⼜又脏」的技术,⾼高速制作原
型。 • 为游戏本体研究「尖端技术」
12.
鶴䙼⛓㔋ꅽ玐烵 չ㹁劍SFWJFX고湡僽䵆㥩盗 椚涸㛇炄կպ
13.
预制作与⾥里程碑 • 预制作中的团队要处于「离线」状态
• 谈好预制作周期 • 产出严格限定: ▪ 初步可玩版 ▪ 宏观设计 • 试验的结果外部可⻅见 • 没有「失败的⽓气息」
14.
预制作后的产出 • 「可发布的」初步可玩版
• 宏观游戏设计
15.
鶴䙼⛓❀ չ"MQIB晜ⴲ姿〳梖晜պ
16.
⽅方法之⼆二 初步可玩版 总览
• 两个关卡 • 所有局部功能,适当的全局功能 • 可发布的质量
17.
初步可玩版检查单 两个质量达到可发布的关卡,包括: __
玩家⾏行为定义完全__ 基本技术完成 __ 敌⼈人、障碍⾏行为定义完全__ 美术指导到位 __ 包括所有局部功能, 以及所有必须的全局功能。 __ 有那么⼀一些变化 ! __ 游戏规模已确认
18.
鶴䙼⛓Ⱉ勄娥康䧬雿 չ》嶊涸고湡霹僈♶僽㗁盗 椚㽠僽㗁㔙ꢭկպ
19.
取消项⺫⽬目 • 团队建造不出「可发布的」初步可玩版
• 初步可玩版显⽰示不值得发布 • 你的项⺫⽬目绝壁不会在制作过程中神奇地变⽜牛逼!
20.
⽅方法之三 宏观设计 vs.
微观设计 • 正式制作前把握宏观设计 • 制作中创造微观设计
21.
鶴䙼⛓♫霃雦俒咓雿 չⴲ晜俒咓㹁⛐ 馊霫絈馊㥩կպ
22.
鶴䙼⛓♫霃雦俒咓雿 չ䧮⟌涸康䧬 俒咓銳ⱗ곜պ
23.
为什么别写100⻚页的设计⽂文档? • 浪费资源
• 欺骗、误导作⽤用 • 还没验证基础,就确定了⽅方向
24.
⽅方法之三 宏观设计 vs.
微观设计 宏观设计 __ 5 ⻚页纸 __ ⼈人物和基本动作 __ 特殊机制 __ 关卡结构、尺⼨寸、数量 __ 关卡内容 __ 贯穿⾸首尾的结构——线性、分⽀支 __ 宏观表
25.
宏观表 地点 关卡结构特殊机制关卡进⼊入条件关卡投放
1 丛林3-D 蛋 2 ⽕火⼭山3-D 跑岩浆蛋 3 雪地2-D 冰(教学) 蛋 4 沙漠3-D 骑摩托1 个蛋蛋 5 地点 A 2-D - 2 个蛋蛋 6 雪地2-D 冰4 个蛋钥匙 7 地点 B BOSS - 钥匙打开第⼆二分⽀支
26.
宏观设计的好处 • 可以准确为制作过程排期
• 可以在制作中追踪进度 • 防⽌止需求膨胀或遗漏需求 • 为创意画好边界
27.
[额外宏观设计] • 故事梗概
• 概念美术 • 获取能⼒力和道具 (仅限前后联系的游戏)
28.
微观设计 微观设计 •
脚本 • 关卡地图 • 敌⼈人描述与能⼒力 • 谜题描述 • 特殊玩法描述 • 族繁不及备载
29.
鶴䙼⛓Ⱃ嶊餩罏 չ䟝銳⨞ⴀ㣐⡲ 㽠銳ゑ嶊餩罏涸կպ
30.
访谈测试(focus test)告诉你的东⻄西 •
⼗十分钟之前什么最时髦 • 怎样不出众 • 最近所有游戏⾥里还不错的功能列表
31.
玩法测试(gameplay test) •
两到五分钟 • 观察他们的⾏行为 • 量化分析
32.
做好准备 • 资⾦金基于预制作⽀支出
• 初步可玩版出来后再进⾏行 • 最好的、最聪明的⼈人员 • 预制作过程中的扫除 • 制作如常进⾏行
33.
SETTING IT UP
• 取消的情况… • 发⾏行商有IP,但不能承担另开团队 • 开发商可以⾄至当时为⽌止的代价购买IP
34.
开发的⻛风险 • 缺乏全程的发⾏行商投⼊入
• 预制作过程中没有全团队全职 • 对发⾏行商的透明程度不合适
35.
发⾏行的⻛风险 • 只有模糊的发布⽇日期就开始项⺫⽬目
• 预制作很贵 • 没有⾥里程碑=没压⼒力?
36.
发⾏行商的好处 • 开始项⺫⽬目的⽀支出较少
• 紧密的开发-发⾏行关系 • 精准的制作时间表和预算
37.
特别问题: • Q:你对MMO游戏制作有什么经验或建议?这种游
戏初步可玩版就要1000个⼈人来玩…… • A:哇,怎么办呀! 我们也必须找到⽅方法来做,现在(2002年)的游戏成 本也突破千万美元,更不要提莎⽊木或者最终幻想那 种; 我们最有效的⼯工具还是「制作⼀一⼩小部分」,然后看 是不是值得做下去。
38.
谢谢
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