{"id":96085,"date":"2019-07-04T07:18:00","date_gmt":"2019-07-04T07:18:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/346028"},"modified":"2019-07-04T07:18:00","modified_gmt":"2019-07-04T07:18:00","slug":"video-designing-the-control-and-progression-schemes-of-brawl-stars","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/07\/04\/video-designing-the-control-and-progression-schemes-of-brawl-stars\/","title":{"rendered":"Video: Designing the control and progression schemes of Brawl Stars"},"content":{"rendered":"<p>In this 2019 GDC session, Supercell&#8217;s Antti Summala explores the many control schemes and progression systems designed for <em>Brawl Stars<\/em>.<\/p>\n<p>After the game soft-launched in June 2017, its player metrics weren&#8217;t quite reaching Supercell&#8217;s&nbsp;ambitious goals.<\/p>\n<p>This prompted the game team to try to improve the game: not just polishing it up, but making major changes as well, while that was still possible.<\/p>\n<p>Summala&#8217;s talk elucidated the resulting year-long&nbsp;beta where the team tried to decide between two control models but ended up with a third, and redesigned the progression system twice, both fundamental core aspects of the game.&nbsp;<\/p>\n<p>It was a fascinating&nbsp;talk, and now you can&nbsp;<a href=\"https:\/\/www.youtube.com\/watch?v=VSVAmf5LCuo\">watch it completely free&nbsp;on&nbsp;the official GDC YouTube channel<\/a>!<\/p>\n<p>In addition to this presentation, the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>&nbsp;and its accompanying&nbsp;<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>&nbsp;offers numerous other free videos, audio recordings, and slides from many of the recent&nbsp;<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or XRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via&nbsp;<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can&nbsp;<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this 2019 GDC session, Supercell&#8217;s Antti Summala explores the many control schemes and progression systems designed for Brawl Stars. After the game soft-launched in June 2017, its player metrics weren&#8217;t quite reaching Supercell&#8217;s&nbsp;ambitious goals. This prompted the game team to try to improve the game: not just polishing it up, but making major changes [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":96086,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-96085","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/96085","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=96085"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/96085\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/96086"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=96085"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=96085"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=96085"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}