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GDC 2018 Level Design Workshop: An expert roundtable Q& A

It’s that time again: to prepare for the big GDC 2018 Level Design Workshop on Tuesday, March 20th, a handful of the speakers wanted to warm up by chatting (via email) about some of the finer points of level design. 

Gathering question from the community, they shared some interesting insights, experiences, and learnings in a shared document that’s reprinted below for your reading pleasure. 

The participants in this exchange, in no particular order, are:

Robert Yang, reformed triple-A level designer turned NYU video game professor and indie game maker

Blake Rebouche, senior quest designer at Guerrilla Games

Nina Freeman, level designer at Fullbright

Steve Gaynor, game designer and Fullbright cofounder

Heather Robertson, indie game maker

Mike Bithell, game designer and Bithell Games founder

Christopher Totten, game designer and founder of Pie for Breakfast Studios

David Shaver, game designer at Naughty Dog

Nathan Fouts, game designer and founder of Mommy’s Best Games

[more detailed bios for everyone are at the end of the piece.]

Each participant was encouraged to respond to every question they felt comfortable answering, so you’ll notice that the variety of answers will vary based on the query.

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What tricks do you have to lead the player towards a goal?
This is always a big challenge, regardless of the genre of the game, there’s a lot of cop-out’s such as obnoxious goal HUD markers, but there’s surely also a lot of different ways LD’s can mitigate this, even solve it.

Robert Yang: I like using enclosed stairwells. As the player climbs upward, you’re getting them to look up — and the opening at the top also frames the view for them. I also like the old Valve trick of using sudden flocks of birds to direct the eye, but then you need a bird system in your game?… There’s also two attitudes you can take: (1) it’s OK for the player to get lost sometimes, (2) players don’t actually mind obnoxious HUD markers, even if us developers think it’s artless.

Andrew Yoder: For multiplayer maps, I want the goal and the most mechanically engaging gameplay to be in the same space. When wide flank routes offer the best tactical options, gameplay can become diluted across the map, which creates “where’s my team?!” moments for anyone playing the objective. Also, because the goal in multiplayer games often shifts per situation, it helps to let players change paths and regroup with other players without having to backtrack (this is one reason why long hallways can feel bad).

Chris Totten: Designers should reach into their visual art knowledge for ways to draw players through a space. Contrast is one of the best things to use. One example I demonstrated for students the other day was in Bioshock: Infinite: the designers used contrasting colors to indicate the path. The scenes in the beginning are predominantly blue/purple in lighting, but important points of interest are orange/yellow in color, which contrasts and draws players through the space. Other things to contrast include lighting (humans travel towards light instinctively), level geometry (small path leads to big space or tall object), or material/texture (indications of man-made objects in a natural area or vice-versa.)

David Shaver:  It turns out, this is exactly what my GDC talk is about this year! I don’t want to spoil the talk too much, but here is a super quick version of some important tips. Combining several of these together gets great results.

  • Landmarks – Big, iconic objects in the world that orient the player and are often the end goal.

  • Lighting – Darken everything around the goal and put lights on it.  People are drawn to the light.

  • Color – Pick a guide color that pops out from your environment color. Games like Uncharted and The Last of Us use the color yellow to let you know you’re on the right path.  Yellow handholds, yellow flapping caution tape, yellow pipes, etc.

  • Shapes – Spiky shapes repel while round and square shapes provide safety and stability and attract.

  • Affordances – Affordances tell the player “hey, you can go here and interact with this thing” just by looking at them. They attract people.

  • Movement and Sound – Flying birds, flapping ribbon, fire, sparks, a banging door.  All of these attract attention and can guide the eye where you want it to go.

  • Enemies & Buddies – NPC buddies can lead the way or look at an important object.  People tend to follow enemies (or avoid, depending on the game type), so you can use them as breadcrumbs.

  • Breadcrumbs – Enemies to kill, powerups, health packs, collectibles. Whatever is appropriate for your game to breadcrumb the player through the level.

Heather Robertson: There’s a concept in theme park design called “weenies” — i.e. large landmarks in the environment to which you make sure to give near-constant line of sight. This gives players a direct goal and a constant reference point with which to orient themselves. If that fails, there’s no shame in just putting signs with big arrows on them around your level. Players will get the idea, and it’s much better than leaving them lost in my opinion.

Nathan Fouts: In our current game, Pig Eat Ball, it’s a top-down 2D action-adventure game. The overworld sections are many screens wide and high. In 2D, we don’t get the benefit of large landmarks that are always visible by simply looking up and around as in 3D.

Instead, for Pig Eat Ball at least, we tried “pathway flooring”. The overworlds are open and the player can go many places to explore, but for the “critical path” parts, we use different floors that make a literal path to the next, necessary section.

Yet after years of testing, we found for some players that wasn’t enough! They’d still get lost. So we simply went for it–Every 5 seconds a tasteful HUD arrow fades in, pointing the way for a few seconds, and then fades out.
It helped many players since, in testing, and hopefully isn’t too obnoxious to players who just want to explore for a while.

How would you factor in player choice at a more fundamental level inside the game world? Would you agree that building a world that can hold many ld stories, as opposed to having one story and building the world around it, is a more advantageous way to design levels?

David:  In order to factor in more player choice, you can include a variety of game mechanics into the level design and have multiple paths that let the player discover and use them. Dishonored does a fantastic job with this. You could stealth around on the ground, teleport to higher vantage points, sneak through small crevices, go in guns blazing, etc.  The levels are like sandboxes that let the player accomplish the goal however they want with whatever tools (mechanics) they think to use.

I don’t really agree that building a world that holds many Id stories is inherently better, though. It all depends on the kind of game you’re making and the kind of tone you’re going for in that level.  For example, if you have a bombastic action sequence where you are trying to escape a deadly helicopter, presenting choice can cause people to pause or go the wrong way which kills the action and pacing.

How do you balance gameplay vs aesthetic goals?

Chris: Rather than think of them as distinct from one another, I try to think how my aesthetics help accomplish gameplay goals. Think of environment art as the words or characters of a language and level design as the conversation you’re having with the player in the language. If I want players to go to a specific place or do a specific thing, I make sure the environment art or other visual elements that I use (lighting, geometry, textures) communicate to the player, “go here” or “do this.”

David: As a designer, gameplay often comes first over aesthetics. However, aesthetics are a big part of what makes games so amazing and must be considered too. The key to balancing the two comes down to good collaboration between art and design. It’s the artists’ jobs to make the game look as stunning, and it’s the designers’ jobs to ensure the gameplay is fun. Through close collaboration and a little compromise, we can make sure that aesthetics look amazing but still reinforce the gameplay so everybody is happy.

Heather: The two are absolutely intertwined; better aesthetics nearly always translates to better gameplay through readability and encouraging exploration.

Nathan: Like Heather said, they are deeply connected. For me, they actually feed inspiration. I’ll think “I need a block that damages the player.” I’ll then theme the visuals to the setting. In the case of Pig Eat Ball, it’s sci-fi, so I decided for some striking, red-crystal spikes. Later on, because of the visuals of the hard, but brittle crystals, we decided to make some bombs, and certain other attacks be able to destroy the crystals. Now the player gets even more mechanical options–it’s fun!

My method being 1. Gameplay. 2. Add aesthetics. 3. Be open to new gameplay inspired from aesthetics.

What do you think is the best method for a design test? Is it documentation or a prototype? How much work do you think is needed from candidates?

Andrew: a test greybox level is nice to have, since it shows a candidate’s technical and design abilities. However, because it’s easy to evaluate these aspects, they often get more weight than hard-to-test soft skills like how well a candidate will collaborate with their teammates, or how they will compliment the culture. The technical and design skills are easier to teach than the soft skills, which ought to affect our priorities when interviewing.

David: It really depends on the type of design job. These are just my personal opinions, but I feel for all candidates, start with a small written test asking general design questions to get a feel for your experience and design sensibilities. Then, we get down to specializations for the job in question.  

  • Systems Designer? We need a system to do X in our game. Design and balance a system to do X.

  • Gameplay Scripter?  Here are some gameplay sequences we want in our game. Write some pseudocode (or actual script in language you choose) to implement them. Also, basic 2D & 3D math problems.

  • Level Designer?  Here’s the specs for a level in our game. Build a blockmesh layout in any 3D software (Maya, Unity ProBuilder, Unreal Engine, Google Sketchup, etc)  Paper top-down maps are not enough – I need to know you can actually build it.

The key is to have the candidate do similar work to what they would be doing daily at the job because if they can do a bit of sample work in the test, it’s a good indicator they can do the job.  As for how much work is needed?  Just enough to show you can do the job well. The tests that take weeks can be frustrating. I don’t like wasting people’s time so something small that can be done in a day or so is my favorite.

How do the pros handle lock & key progression in an open world game? Would love more tips and insight on that subject.

Nathan: In our game Pig Eat Ball, we have “critical path” required levels, and then there’s open-world exploration sections that are not required but look enticing. The required action levels teach the player certain mechanics (how to break a certain block, how to get past a certain obstacle).

The open overworlds look big, exciting, and are filled with unusual objects. But as the player makes their way through the action levels, learning how those strange objects work, and then come back to the overworlds, the player sees these gameplay objects in a new light, and how to use them and get past them.

Top 3 levels or games to play and experience — what is level design at its prime?

Robert: The old Quake 3 GeoComp2 levels are still very dear to my heart. I’m also a big fan of island mansion levels, like The House of the Widow Moira in Thief 3 or the Addermire Institute in Dishonored 2, which have amazing floorplans that feel kind of like complete places.

Andrew: If you’re into multiplayer design, learning how to play Halo CE’s “Damnation” in competitive 2v2s will make you rethink a lot of assumptions about best practices. If you’re interested in narrative-focused or expressionistic level design, Psychonaut’s “Black Velvetopia” is a must-play. Or for mechanics-focused singleplayer level design, I love Quake’s E1M6 for its tight puzzlebox design.

Chris: GAMES

  • Super Metroid because of how the game nearly-wordlessly teaches you how to use each new weapon or item with level design.

  • The Orange Box (okay that’s cheating, it’s not just 1 game) for the visual systems of communication apparent in those games and the developer commentary option that breaks them down.

  • DOOM (old school or Doom 2016) for how to create worlds with linear progression out of non-linear/looping spaces.

LEVELS

  • The first area of the first level of Super Mario Bros. because it teaches you everything about Super Mario Bros. in one screen with no dialog.

  • The intro level of Mega Man X for the same reasons while also providing a fast-paced-feeling but very beatable introduction that makes you want to play more.

  • The maze from Pac-Man as an easy demonstration of how spaces should loop back on one another for ease of navigation and to help players dodge enemies (applied throughout the history of level design in games from Resident Evil to DOOM.)

David:

  • Super Metroid

  • Half-Life 2

  • Bloodborne

Heather:

  • Thief: The Dark Project has fascinating level design, which balances the mechanics of stealth to create environments which feel lived-in (finding silver candlesticks in dining rooms and food in kitchens) while also using the levels as an opportunity for characterization (the player character is less visible in torchlight than gas lamps, and walks more softly over carpet and wood than marble, making it clear which environments the character (and, in conjunction, the player) finds themself more comfortable in).

  • The Sexy Brutale does a great job with level design, creating areas of shifting levels of danger that you must understand to solve puzzles while constantly creating new sources of surprise.

  • For procedural generation, you can’t go wrong with Spelunky — the systems in that game create areas that always feel tense to navigate, like if anything goes wrong you’ll be dead within seconds but if everything goes right you may find yourself soaring to new heights.

Seen lot of tutorials on how to approach designing levels for FPS, but is there anything specific one should look at when creating open-world/RPG levels?

Robert: In general I think open world games have more diverse demands than the typical FPS — like, is the open world game about walking (a la Skyrim) or driving / flying (Just Cause) etc — which make generalizing more difficult. But the one thing that comes to mind is Matt Walker’s Twitter thread on Breath of the Wild composition, about using clusters of “triangles” in the landscape. (I also hate reading Twitter threads for stuff like this, so I did my own write-up: http://www.blog.radiator.debacle.us/2017/10/open-world-level-design-spatial.html)

Chris: All open world designers should read Kevin Lynch’s Image of the City, where he breaks down navigation through a city into nodes, districts, landmarks, edges, and paths that let occupants know where they are and an idea of where to go next. These can exist in open world of any visual style – not just ones that are cities. You want players to be able to understand where they are at any time and provide a visual language that helps them understand what they are looking at (i.e. is this building a random house, a place where I can heal, or the entrance to a dungeon?) or where to go (tall tower viewable from distance likely = important.)

How would you design an open space that draws the players attention to landmarks in the context of environmental storytelling?

Chris: When I want to draw player attention to a specific place on a map, I try to think not only about the environment art used to make that destination distinct, but also how environment art around the destination supports it and guides the player’s eye. If I want a player to go to a tall mountain, for example, I would frame it with shorter mountains or objects that get taller as the player’s eye navigates to the mountain I want them to notice. I’d also maybe use color to emphasize the mountain against the rest of the environment (sunset behind the mountain, fire coming out of it, light emanating from it, snow on top when others have none, etc.) Think of it as a relay race: each time the player’s gaze reaches an interesting object, their eyes will run to the next more interesting object until they hit the visual “finish line.”

Heather: Players are much more likely to notice motion in an environment than things that are still. This can be achieved in a number of ways, from pumping machinery above a door to a quiet stream of fireflies floating across a field. You can use continual motion, specifically that line of motion, to draw attention to more still things in the environment.

 

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The Legend of Zelda: Breath of the Wild big winner at DICE Awards

At the 21st DICE Awards in Las Vegas on Thursday night, Nintendo’s The Legend of Zelda: Breath of the Wild won game of the year, in addition to three other awards.

Other notable winners include Cuphead from StudioMDHR which took home three awards, two for Playerunknown’s Battlegrounds from PUBG Corporation, and tow for Horizon: Zero Dawn from Guerrilla Games.

The Academy of Arts and Interactive Sciences, which runs the DICE Summit that happened this week, honored Genyo Takeda, special corporate advisor at Nintendo with a lifetime achievement award.

The full list of award recipients is as follows:

Game of the Year

The Legend of Zelda: Breath of the Wild

  • Publisher: Nintendo
  • Developer: Nintendo

Outstanding Achievement in Game Direction 

The Legend of Zelda: Breath of the Wild

  • Publisher: Nintendo
  • Developer: Nintendo

Outstanding Achievement in Game Design

The Legend of Zelda: Breath of the Wild

  • Publisher: Nintendo
  • Developer: Nintendo

Immersive Reality Technical Achievement

Lone Echo/Echo Arena

  • Publisher: Oculus Studios
  • Developer: Ready At Dawn

Immersive Reality Game of the Year

Lone Echo/Echo Arena

  • Publisher: Oculus Studios
  • Developer: Ready At Dawn

Mobile Game of the Year

Fire Emblem Heroes

  • Publisher: Nintendo
  • Developer: INTELLIGENT SYSTEMS and Nintendo

Handheld Game of the Year

Metroid: Samus Returns

  • Publisher: Nintendo
  • Developer: MercurySteam and Nintendo

D.I.C.E. Sprite Award

Snipperclips

  • Publisher: SFB Games
  • Developer: Nintendo

Outstanding Achievement in Online Gameplay

PLAYERUNKNOWN’S BATTLEGROUNDS

  • Publisher: Bluehole
  • Developer: PUBG Corporation

Strategy/Simulation Game of the Year

Mario + Rabbids Kingdom Battle

  • Publisher: Ubisoft Entertainment
  • Developer: Ubisoft Milan and Ubisoft Paris

Sports Game of the Year

FIFA 18

  • Publisher: Electronic Arts
  • Developer: Electronic Arts

Role-Playing Game of the Year

NierR: Automata

  • Publisher: Square Enix
  • Developer: PlatinumGames

Racing Game of the Year

Mario Kart 8 Deluxe

  • Publisher: Nintendo
  • Developer: Nintendo

Fighting Game of the Year

Injustice 2

  • Publisher: Warner Bros. Interactive Entertainment
  • Developer: NetherRealm Studios

Family Game of the Year

Snipperclips

  • Publisher: Nintendo
  • Developer: SFB Games

Adventure Game of the Year

The Legend of Zelda: Breath of the Wild

  • Publisher: Nintendo
  • Developer: Nintendo

Action Game of the Year

PLAYERUNKNOWN’S BATTLEGROUNDS

  • Publisher: Bluehole
  • Developer: PUBG Corporation

Outstanding Technical Achievement

Horizon Zero Dawn

  • Publisher: Sony Interactive Entertainment
  • Developer: Guerrilla Games

Outstanding Achievement in Story

Horizon Zero Dawn

  • Publisher: Sony Interactive Entertainment
  • Developer: Guerrilla Games

Outstanding Achievement in Sound Design

Super Mario Odyssey

  • Publisher: Nintendo
  • Developer: Nintendo

Outstanding Achievement in Original Music Composition

Cuphead

  • Publisher: StudioMDHR
  • Developer: StudioMDHR

Outstanding Achievement in Character

Hellblade: Senua’s Sacrifice – Senua

  • Publisher: Ninja Theory
  • Developer: Ninja Theory

Outstanding Achievement in Art Direction

Cuphead

  • Publisher: StudioMDHR
  • Developer: StudioMDHR

Outstanding Achievement in Animation

Cuphead

  • Publisher: StudioMDHR
  • Developer: StudioMDHR
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Discord expands verified server program to eSports teams

Discord announced today that it will be expanding its verified server program to include eSports teams and organizations. 

Verified servers are currently used by groups like game developers and publishers to help foster relationships with its online communities.

Along with relaying information in real-time, perks include custom server branding and a verified badge next to the sever name. 

The newest additions to the verified server program include over “20 eSports teams and organizations, including almost every team from the Overwatch League,” according to a press release. 

It seems the goal is to share with fans official player updates and information, as well as the ability to discuss upcoming matches or answer questions on an official hub.

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Free Multiplayer Weekend – Call of Duty®: WWII, 35% Off

Play Call of Duty®: WWII Multiplayer for free this weekend until Sunday at 1pm Pacific. Get the full game 35% off or the Digital Deluxe for 25% off!*

Call of Duty® returns to its roots with Call of Duty®: WWII – a breathtaking experience that redefines World War II for a new gaming generation. Land in Normandy on D-Day and battle across Europe through iconic locations in history’s most monumental war. Experience classic Call of Duty combat, the bonds of camaraderie, and the unforgiving nature of war against a global power throwing the world into tyranny.

*Discount offers end February 28th at 10AM Pacific Time

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Weekend Deal – Stellaris, 60% Off

A Vulkan-compatible driver for macOS and iOS, MoltenVK, is now available free of charge and open-source. Having invested into its development for more than a year, we have sponsored The Brenwill Workshop to donate MoltenVK for inclusion in the Vulkan graphics ecosystem. We’ve also continued our efforts with LunarG who is today releasing a corresponding update to deliver macOS support to the Vulkan SDK. Also as a result of that work, Dota 2 will be updated in the comings months to target Vulkan on macOS.

It’s been almost four years since we started contributing to Vulkan’s goal of becoming a cross platform solution. With support for Windows, Linux, and Android crossed off the list, this latest set of updates checks off one of the largest remaining targets, giving developers an easy yet robust way to also target their Vulkan-based engines and titles to run on macOS and iOS. By making the code to MoltenVK freely available and open-source, the goal is to enable developers to bring their games to macOS and iOS with minimal evelopment cost.

The LunarG Vulkan SDK is a key component for developers targeting Vulkan by providing tools such as validation layers, shader compilers, and a loader. Now available from LunarG, an updated Vulkan SDK now offers those same tools to developers targeting macOS, enabling them to efficiently develop Vulkan code on the platform.

Additionally, we exercised MoltenVK with real world workloads including Dota 2 and we’re seeing significant performance improvements over running on OpenGL.

We encourage developers to test their engines and titles with MoltenVK and the LunarG SDK and provide feedback. We are committed to making Vulkan a viable option for developers targeting all platforms.

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Now Available on Steam – Orwell: Ignorance is Strength, 10% off!

Orwell: Ignorance is Strength is Now Available on Steam and is 10% off! Save an additional 10% if you own Orwell: Keeping an Eye On You*

Step into the shoes of a government official in a top-secret department of the Orwell surveillance program. Given the power to both uncover and fabricate “the truth”, how far will you go in the service of your country? Season 2 of Orwell, the award-winning surveillance thriller.

*Offer ends March 1 at 8AM Pacific Time

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How Michael Brough’s passion for ‘cleaning up ideas to get at the heart of them’ beget Cinco Paus

Michael Brough‘s games have always been a little different from the norm.

Focusing on the roguelike genre, he subverts common tropes in ways that are typically unusual but impressive. Some of his biggest hits such as 868-HACK and Imbroglio have gone on to garner numerous award nominations for game design at the IGF.

In each case, what they lack in looks and presentation, they more than make up for with some neat ideas that you just can’t imagine anyone else pulling off with such aplomb.

His latest release, Cinco Paus, is also potentially his most divisive. It’s a mobile game solely available in Portuguese, much to the chagrin of many of its App Store reviewers. However, that’s not the only reason why it’s so interesting.

Like roguelikes of old, Cinco Paus doesn’t explain much. It has you equipping yourself with magical items (five wands), but you have no idea what they do until you start using them. It’s an unusual move for a modern game, one that calls back to classics like Rogue and Castle of the Winds.   

In the course of a recent conversation with Gamasutra Brough opened up a bit bout his approach to game-making and shed some light on why, exactly, he made such interesting design choices while crafting Cinco Paus

Finding inspiration in conversation — and Rogue

“It came from a conversation with Zach Gage [SpellTower, Ridiculous Fishing, Sage Solitaire] about item identification in roguelikes,” starts Brough. “It got me thinking about how this is usually binary (you find an unknown item, then you find out what it does) and how I could construct something more gradual, where you can have partial information about an item’s effects.”

“I get a lot out of cleaning up ideas to get at the heart of them.”

That’s reflected in Cinco Paus‘s design. As a player, you’ll only know whether a wand can inflict extra damage on a particular creature if you zap that creature with it. Otherwise, it’s a mystery of symbols and Portuguese words that won’t make sense to many.

However, Brough points out this isn’t exactly new; it was implemented in the original Rogue in the 1980s. As he points out, “there’s this tendency in games to repeat features out of habit.”

Rogue has become something of a touchstone for Brough, and in delving into his feelings on the game it becomes clear how it influenced his latest project. Much as in Rogue, nothing in Cinco Paus is identifiable at first glance — the player only learns what things are by using them.

“[Not labeling things] adds uncertainty to finding treasure: you don’t just find a new sword with a bigger number on it and so it replaces your old sword,” he explains. “The new one might be worse, it might be cursed and harmful to you, and you don’t know yet so you have to choose whether to stick with the safe-but-weak option or gamble on the unknown.”

Brough seems to appreciate the way this creates tension for players. There’s that constant balancing act of wanting to “use your resources in risky situations when you need them most, but also you want to use them in safe situations where you can most deal with unexpected bad effects.”

The designer also appreciates how this sense of mystery helps players tell themselves an interesting story while playing. “Magic items are mysterious,” he adds. “It’s risky for someone who doesn’t know what they’re doing to try to use them.” 

Building upon earlier design choices

Referencing his earlier work and conversation with Gamasutra about grid layout and size, Brough says he continues to believe that a lot of space “isn’t necessary to create interesting interactions.” In his eyes, it can even get in the way of achieving his aims as a great games designer.

“I’ve been designing these [kinds of games] for a couple of decades,” he adds. “So…I have a lot of intuition for what will work and what won’t.”

“I’ve become very accustomed to not understanding everything around me, and not needing to, but there are others who still need to work through that process.”

And what of the choice to have the game entirely in Portuguese?

“I’m living here and trying to learn the language…on a whim I decided to do some work in the language too,” Brough explains. “The game could have simply had no text at all, but this gives it a bit of local character and gives me an excuse to practice while I’m also working.”

In the past, Brough considered making a game in an invented language, but Cinco Paus “was always going to be either text-free or Portuguese.” He appreciates that using a real language is pretty different from a bespoke one, as it ensures there are plenty of people who can still read it. More interestingly though, as Brough points out, a lot of people get “riled up” by such a seemingly trivial decision.

“Make a game with no text or just symbols and you’ll get praised for the sense of wonderful mystery; make a game in a real language other than English and some people get very upset,” he explains. That’s clear for anyone to see if you consult forum threads or App Store reviews – many players are frustrated by the language choice, and having to work through the process of learning how everything works. 

Pursuing a more non-violent path

And Cinco Paus, like so many roguelikes, is at its core an experience of working through things. Player progression — through a dungeon, through items of power, and through their own understanding of the game’s systems — is a key piece of Rogue‘s design, something Brough says he’s painfully aware of. 

“There are often a lot of progression arcs overlapping each other [in roguelikes],” he explains. “And it’s messy.”

For Brough, it seems much of his game design work comes down to tidying up that mess and polishing up a single facet of a game (usually Rogue) so that it really shines.

“I make these games with killing, but I’m uncomfortable enough with this that I…try to avoid making killing things the main goal.”

“Learning to identify magic items, the progression of collecting more and better items…gaining experience as you kill enemies…going down stairs to levels with stronger enemies but richer treasure…learning new spells…how many of these do we really need?” Brough asks. “I get a lot out of cleaning up ideas to get at the heart of them,” 

At its core, Cinco Paus is a game about finding mysterious items and figuring out how they work by pointing them at something (most often, monstrous enemies) and pulling the trigger. Brough seems uncomfortable about the sort of magical mayhem this often entails; he appreciates the way games are often criticized for their depictions of violence, and calls on fellow developers to “keep asking… [and] challenging these defaults.”

However, as fellow designers may appreciate, “Designing games is hard; you can throw in a lot of interactions but somehow they have to actually work together, so we often end up using crude simplifications to make this process easier,” says Brough. “Rather than a realistic network of different groups with different goals and motivations, maybe we just have two sides: you and the enemy with no common interests.”

For Brough, the convenience of simplified conflict in game design outweighs — but does not eliminate — the discomfort of creating something which sometimes requires players to kill other creatures in order to learn how a given wand works.

“When I’ve tried to go down the more complex path, modeling a rich ecosystem with varied non-violent interactions…it gets messy and complicated and it doesn’t usually get anywhere,” he admits. “So I make these games with killing, but I’m uncomfortable enough with this that I…try to avoid making killing things the main goal.”

Brough’s earlier game Zaga-33

He cites his 2012 game Zaga-33 as “very crude in a lot of ways”, but still to date the work where he’s “best expressed this”. In Zaga, every time the player fights a hostile creature they’re guaranteed to lose at least one hit point without gaining anything like treasure or experience in exchange. Thus, it’s a game which tells players the best way to succeed is to avoid conflict altogether.

Cinco Paus is following that same model,” Brough explains. “But it’s less ideologically pure. Often it’s worth trying to kill something at least to gain information.”

In this fashion, Brough’s latest game asks players to take the video game conceit of “kill enemy to gain experience” quite literally. It’s not the first game to do so, but it may be the most finely-honed examination of the “unidentified item” mechanic in game design to date. The fact that Brough wrote it in a language other than his native tongue, and seems to have no interest in providing translated versions, is just icing on the cake.

“As someone who grew up in a multicultural environment and who has now had the opportunity to travel, I’ve become very accustomed to not understanding everything around me, and not needing to,” adds Brough. “but there are others who still need to work through that process.”

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Work hard, save money, stay true to vision, says Cuphead dev

At DICE 2018 in Las Vegas today, Maja Moldenhauer, executive producer at Cuphead developer StudioMDHR, gave a high-level talk about making a run-and-gun shooter with no experience, barely any budget, and a whole lot of effort.

In the end, the takeaway was to work hard, maintain and stay focused on a strong vision, and make your money stretch as far as possible.

“We had very little money,” she said. StudioMDHR didn’t have a physical workspace and all worked remotely across different time zones, which was one way to save money. “Our team is most creative working at different times of the day,” Moldenhauer said.

The team used free and cheap tools such as Basecamp, Trello, Skype, email, and Slack. One of the more extravagant purchases was a $300 scanner from Best Buy, which was needed for faster scanning of Cuphead’s hand-drawn art and animation.

“My point here is that we tried to save money anywhere we could,” Moldenhauer said.

Moldenhauer explained how co-founders Chad and Jared Moldenhauer didn’t have any professional experience making games when Cuphead development started, or formal training—they were all self-taught. Maja Moldenhauer already had a college education and was working a well-paid job in finance, but she wasn’t passionate about it.

She said that while this was the decision they wanted to make, work-life balance suffered. “We literally slept, ate, and breathed Cuphead,” said Moldenhauer. From the time development began in earnest on Cuphead until release, Moldenhauer had two children, trying to balance family life with work-from-home life.

She said a turning point was the partnership with Microsoft’s ID@Xbox, which helped push the game through to launch. “We remortgaged our homes at this point,” she said, highlighting just how “all-in” the team was on one single game.

Moldenhauer said the game kept on getting pushed back, year after year, but only because the team didn’t want to cut corners on any aspect of the game. “We never took any shortcuts in the interest of time,” she said. “We spent a lot of time on art for art’s sake.”

It was a Herculean effort in which intense focus over the course of several years finally paid off. The game has gone double-platinum since launching last year. “There is no elevator to success, much less in this industry,” she said.