harmonix: behind the music (games)

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Harmonix: Behind the Music (Games) IMGD, Feb 7th 2008

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Harmonix: Behind the Music (Games). IMGD, Feb 7th 2008. Harmonix. Music Game developer based in Cambridge Spun out of MIT Media Lab in 1995 Focused on Interactive Music Innovation Our Mission: “Create new ways for non-musicians to experience the unique joy that comes from making music” - PowerPoint PPT Presentation

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Page 1: Harmonix: Behind the Music (Games)

Harmonix: Behind the Music (Games)

IMGD, Feb 7th 2008

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Harmonix

• Music Game developer based in Cambridge

• Spun out of MIT Media Lab in 1995• Focused on Interactive Music Innovation• Our Mission: “Create new ways for non-

musicians to experience the unique joy that comes from making music”

• Led to video game development

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Our latest & greatest… Rock Band

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Who are we?

Rob KayDirector of DesignerLead Designer on Rock Band

Ike AdamsSoftware DeveloperGameplay and Interface Engineer on Rock

Band

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Rob’s route in

• Art college & Amiga demo scene

• Pysgnosis advice – learn 3D!• Bournemouth University NCCA• Cut teeth as artist on Looney

Tunes games• Level design experience• Harmonix game designer

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Ike’s route in• Started making games at 8• Syracuse University for

Computer Geekology and Math• Started game development

career with Kent Quirk at Cognitoy

• Spent 3.43 years as a game engineer at Blue Fang Games

• Harmonix – Interface and Gameplay on Rock Band

• Currently - Tools and development process optimization.

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What’s this talk about?

• Behind the scenes at Harmonix– Rob: Designing for everyone– Ike: Tools & process

• Tips for getting into industry• Q&A

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Designing for Everyone

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Understand your players

• Why?– Players have different needs

In reality though…

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Top 5 Design Practices

When making games for everyone…

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1. Find a universally appealing concept

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Universally Appealing Concept

• Easier said than done• If you don’t nail this, forget about it!

• Goal: – Describe the game in one sentence and

people get excited.

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Some Examples

“run aHollywood

Studio”

“take careof a pet”

“take charge

of anNFL team”

“play ina band”

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Where do you look for inspiration?

• Not in video games– They both want new experiences

• In the real world – Popular cultural trends– Experiences that different kinds of

people aspire to do

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2. Value the context and presentation

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Why value context and presentation?

• Draws them into a game

• Improves the play experience

• Succeed at this and you’ll lure them in

• Fail at this and you’ll turn them away

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FreQuency 2001

Abstract visuals – “you’re in the music”

Context and Presentation

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Context and PresentationRock Band 2007

Live Show visuals – “you’re on stage”

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3. Embrace alternative controllers

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We haven’t made a joypad game since 2003

Camera Guitar Microphone

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We’ve noticed some big user benefits…

Guitar + Drums + Microphone!

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They look like what they do

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It’s obvious how to use them

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Joypads

• Generic by design– So can’t “look like what it does”– No mental model for how to use it

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Today’s joypads are intimidating

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These controllers are inviting

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They level the playing field

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4. Ensure intuitive controls

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Intuitive Controls

• It just works• This is our responsibility• Employ usability principles

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Natural Mapping

Spatial relationship between control and result is consistent

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5. Encourage the whole dev team to play the game

and give feedback

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Teams make games

• The more the team plays, the better the game

• A diverse team’s range of insights will help you make a game for “everyone”

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Set up the work environment

• Daily builds• Open door policy• Feedback expected from

everyone

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Feedback Loops

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Feedback Loops

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Feedback Loops

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Feedback Loops

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Recap

1. Find a universally appealing concept2. Value the context and presentation3. Embrace alternative controllers4. Ensure intuitive controls (natural

interface)5. Encourage the whole team to play

and give feedback

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Designing Games for EVERYONE…

…is fun and rewarding!

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Development Process and Tools

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Before I talk about tools…Building Blocks

• Games can be so complicated that it’s very hard for one person to wrap their head around the whole thing

• In order to understand and work on problems, we need to break it down into pieces that we can understand.

• We keep breaking down complexity until we have building blocks or (components).

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My favorite example …LEGOs

• Think of a Lego City• It’s cool but it’s very complicated

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In order to simplify we break it down into components

• Buildings• Vehicles• People

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We continue to break it down until we have something “simple” to

work with.

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How do we make a tool that’s good for development?

• Be able to isolate “simple” building blocks in the game

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How do we make a tool that’s good for development?

• Put building blocks together in context to see them in their environment

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How do we make a tool that’s good for development?

• Usually the best way to view building blocks in context is to see them in game… but that’s not always convenient.

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How do we make a tool that’s good for development?

• It’s important that the tool and the assets can load quickly.

• Every second that can be shaved off of an iteration cycle is very valuable.

• It’s extra cool to reload a building block without reloading the whole context.

Loading…

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How do we make a tool that’s good for development?

• Be able to change as many parameters as necessary without making the tool too complicated

• If an a building block can “do stuff” it’s good to be able to demonstrate its abilities.

• Add a way to manually trigger game events

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How do we make a tool that’s good for development?

• Play well with other tools• Use other tools (3D Studio Max,

Motion Builder, Cubase) for what they’re good at.

• It’s not necessary to build redundant functionality

• Customize your tools for your needs.

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Introducing…

Milo

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Tips for getting into industryChoose a focusMajor disciplines: code, art, audio, design, production, QA.

Get good at your chosen discipline.Study, learn, get qualifications, portfolio. Show you have

smarts / skills.

Make stuff… anything!Games, levels, comics, music, flower arrangements...

anything!Take something from concept to completion.Experience = good judgment.

Be personable, enthusiastic and willing to learn.Nobody likes a know it all. Mistakes are fine. Bad attitude is

not.