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iPad game design it’s different? it’s different? it’s different? ,[object Object],[object Object]
iPad specific  vs.  iPad supported iPad supported iPad supported
What is iPad specific? ,[object Object],[object Object]
What does the iPad look like as a game controller?
 
is it...
 
...or...
?
Neither -- it’s an iPad ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Isn’t that an iPhone?
No...
It’s an iPad.
It’s bigger.
 
 
Multi-touch interfaces don’t work when you can’t see what you’re interfacing with
Also, it’s not a phone
[object Object],[object Object],[object Object],[object Object]
So what to do with it?
[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object]
Some examples original action concepts original action concepts original action concepts
 
All the action is on a single iPad screen
The play surface is big enough to allow for emergent play
And because it’s a single screen, the player can view and interact with the entire play surface
 
Independent areas of action and interaction
More examples Different types of gestures, interfaces and actions Different types of gestures, interfaces and actions Different types of gestures, interfaces and actions
 
tap and drag to pan/scan
multi-touch to select
drag to draw paths
tap to trigger actions
 
left hand right hand
 
left hand right hand
 
 
left hand right hand
iPad supported
Adapting a game
 
 
 
Adapting IP
 
 
It needn’t be complicated
 
Few iPad exclusives
 
** hyp
Innovative touch interfaces  (that happen to work well on iPad) (that happen to work well on iPad) (that happen to work well on iPad)
 
 
Are you making a game that’ll work on an iPad?
Are you making a game for the iPad?
iPad game design
iPad  game design
Follow me on  twitter -- @36peas twitter -- @36peas Questions?
Where to start?
Just start
[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
iPad game design it’s different? it’s different? it’s different? ,[object Object],[object Object]

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iPad Game Design -- Develop Liverpool Dec' 2011

Hinweis der Redaktion

  1. about me -- 36peas -- ios, windows/360 about the talk -- ipad as a destination for and inspiration of game design mixed audience -- so something of a mixed set of stuff, nothing particularly technical our history into iPad game design time for questions at the end
  2. there a difference there’s a lot of the latter I’m not specifically pro either -- though the former is more interesting
  3. ? what is a game mechanic -- rule set to produce game play and the interface/controller on other platforms these are often different things
  4. seriously -- you know what it looks like it’s also conveniently void of suggestion blank canvas all i/o is on the device -- unlike console or pc keyb/mouse
  5. unlike
  6. one of these or a dualshock, or a keyb/mouse whatever pretty specific
  7. minority report it’s actually much close to this technically -- but we think of it as more like the controller
  8. notice that the controller and the multi-touch screen are both affected by what came before all FPSes use similar button mappings -- note indie games tend not to as much cover: multi-touch; accelerometer (not used much -- ttl good); gps / ar; networked; cameras in ipad2
  9. on launch criticm was about big phone new market -- 30m (despite MS’s best effort)
  10. THIS IS IMPORTANT osmos
  11. also make the point that with more fingers it’s still possible to see
  12. it’s unfortunate that on so many levels it looks and works like one made by apple -- a shame
  13. iPhone is at the top of the market, but it’s still a phone talking to an ad provider -- iPad ads in more demand iphone ownership is passed on iOS not well suited for multi-user usage
  14. other than make bigger versions of ipad games
  15. I’m not going to tell you that
  16. I’m not going to tell you that mention the 30m thing
  17. hybrid of action strategy and puzzle game -- WORKS IN REALTIME generative systems -- and the “change the world” theme from last year’s gamejam
  18. view of the game is static REALTIME allows you to feel in control of a lot of stuff
  19. 15x15 8x8
  20. which is critical b/c of play -- and differing AIs
  21. allow for management of different areas of action -- v difficult on iphone because even if you can fit in the screen, your fingers are going to be in the way CAN’T PORT TO IPHONE -- but are elsewhere
  22. more complicated user interfaces
  23. multi-touch selection the game control is about hybrid of dragon age and dawn of war
  24. indepent areas of the screen got different types of interaction allows for more complicated, and more numerous, interfaces
  25. wow interface -- buying bigger monitors independent areas of the screen for different types of interaction
  26. wow interface -- buying bigger monitors
  27. wow interface -- buying bigger monitors
  28. thumbs on top of eachother and difficult to build but we are trying to port to phone -- mention later in why not people doing original stuff
  29. good adaptation -- it’s not a port -- but it creates the same gameplay feel and uses the same core mechanics
  30. very specific game type -- fluid mechanics and dynamic control looks similar
  31. but not the same kind of game at all control mechanic is okay and the assets seem overblown -- expectation of the world is high b/c of assets and b/c of original game
  32. no re-design on control interface
  33. we thought there’d be lots by now is it a commercial issue is it really a design issue?
  34. we thought there’d be lots by now is it a commercial issue is it really a design issue?
  35. play games in scaled-up mode
  36. not the end e.g. -- we’re porting hyperion to pc keyb/mouse &amp; 360
  37. think about the interface itself and design for it do not design based on what you know elsewhere ref feedback so far on hyperion genre stuff so far GREAT SOURCE OF INSPIRATION FOR MAKING GAMES
  38. follow me for game design, technical and other crap bunch of game dev stuff up on our blog at 36peas -- everything from design to tech to commercial / marketing etc hyperion comes is pending approval -- will likely be up next week
  39. you already know the os; you already know the hardware it’s just different -- get on with the design part simplify what you’re doing -- hyperion prototyped and working in the gamejam -- 2 months to finish
  40. other talks -- cocos, mine on wednesday game jam -- on tuesday night chris wilson’s links good -- ray wenderlich’s stuff great -- especially if you’re already an iOS dev
  41. other talks -- cocos, mine on wednesday game jam -- on tuesday night chris wilson’s links good -- ray wenderlich’s stuff great -- especially if you’re already an iOS dev
  42. about me -- 36peas -- ios, windows/360 about the talk -- ipad as a destination for and inspiration of game design mixed audience -- so something of a mixed set of stuff, nothing particularly technical our history into iPad game design time for questions at the end