Design - Macro Design and Narrative Structure (Brian Allgeier - Insomniac)
Formation créée le 08/03/2024. Dernière mise à jour le 29/10/2024.
Version du programme : 1
Programme de la formation
Developing the macro structure is key to gameplay ramping, narrative pacing, and overall appeal. Participants will craft a hero character, core game loop, and list of mechanics that will be integrated into a larger game structure. In terms of narrative, the class will study the anatomy of a strong plot and how to break it down further into key emotional beats. Brian Allgeier, from Insomniac Games, engages participants through team exercises, to learn how these two tracks influence one another and blend together to deliver a cohesive and compelling experience. June 17th 2024 in Paris - June 19th 2024 in Lyon
Objectifs de la formation
- Develop macro documents to communicate story and game structure.
- Craft core statements for pitching a game concept and defining a vision.
- Define characters, settings, and game mechanics.
- Align character motivations with gameplay actions.
- Identify the conscious and unconscious desires of the hero.
- Create antagonists and the obstacles the hero faces.
- Write major story beats that center around a controlling idea
- Build game pillars and a core game loop
Profil des bénéficiaires
- Game Designers
- Creative Directors
- Game Directors
- Writers
- Narrative Designers
- Expérience dans le secteur du jeu vidéo
- La formation est en anglais. Maîtrise de la langue.
Contenu de la formation
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Introduction to Macro Design. Macro design process developed at Insomniac Games for Ratchet & Clank. Craft core statements.
- Why macro design is critical to a successful game
- Ratchet & Clank Ideation Process
- Core Statements
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Key Components - Overview of the elements that define games. Develop a central hero, mechanics, conflict, and location themes.
- Heroes / Ennemies
- Actions
- Conflict
- Locations
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Narrative Development - Examining the anatomy of classic story structure. Develop a plot with 6 story beats, logline, hero psychology, and the controlling idea.
- Story Beats
- Logline Development
- Psychology of the Hero
- Controlling Idea
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Macro Design - Building a macro plan based on defined elements and structural definitions.
- Pillars
- Core Loop
- Macro Design
- Brian Allgeier is best known for his work as the long-time director of the early ‘Ratchet & Clank’ series for the Playstation 2-4 and was part of the original team that created the franchise at Insomniac Games. He has worked in the games industry as an artist, designer, director, and user researcher for over 30 years. Brian led the design and creative direction on a wide range of titles from the light-hearted ‘Ratchet & Clank’ games to the virtual reality horror adventure ‘Edge of Nowhere’. He is the author of the book, ‘Directing Video Games: 101 Tips for Creative Leaders’ where he shares his directing experience and the universal principles followed by veteran creative directors. As the Director of User Experience Research at Insomniac Games, Brian focuses on how the science of user research and the art of creative collaboration can be applied to developing better games—including the acclaimed Spider-Man series for the Playstation 4 and 5.