Establishing a creative vision Alexandre Mandryka gamewhispering.com Who’s this guy? • Born in Paris • 12 years as a designer/creative director • Ubisoft, Relic, consulting WHAT IS A CREATIVE VISION? Have you asked yourself these questions? • Is it fun? • Is it good? • Is it beautiful? Questions so vague they are dangerous What is a creative vision? • It is a process • It is thinking of what you want for your audience • It is also inspiring your team with a clear target Thinking before acting Mandate Meaning Player Experience Game Clear rationale Rallying target Focus creative effort Mandate It can be very concrete “The people’s car” A car for every family The specs followed 1 000 Reichsmarks max Economical usage 5L/100Km 100Km/h 600Kg maximum Fits 4 to 5 people Meaning A message to the world “Dad, thank you for showing me that there is honor in looking back and respecting the past.” Private Ryan: It doesn't make any sense, sir. Why? Why do I deserve to go? Private Reiben: Hey asshole! Two of our guys died trying to find you all right? Captain Miller: Earn this. Meaning Old James Ryan: Tell me I have led a good life. Ryan's Wife: What? Old James Ryan: Tell me I'm a good man. Ryan's Wife: You *are*. It is our responsibility to be worthy of the sacrifice of our elders Player Experience “Need for speed, but at night” • How do you represent speed at night? Use lights Bunched to create contrast Reflection is needed Ground has to be wet Helps find the right questions and make decisions Abstraction Mandate Meaning Player Experience Time Define your project Communicate your vision TOP DOWN PROCESS - Features - Systems - Rules ... Doing things in the right order Execution Reflection Consumption Heading straight for execution leaves results to chance, which is a largely unacceptable process at industrial level Doing things in the right order Reflection Execution First establish your vision Consumption It then helps direct execution and becomes a rationale evaluation metric We start wrong for different reasons Mainly because we don’t know better It reassures us, we need concrete progress I’ve seen it at all levels Also because we use the player perspective Understand your material Mandate Make a Mario Kart like Analysis takes time Mandate Romeo and Juliet + Modern times Over 300 years Ubisoft’s long process • Core team • Research for 3-4 months • 3-4 days workshop – Offsite – In a castle – With the CCO Communication: Not an exact science Avoid misinterpretations Mandate Make a movie about WWII Business Mandate Team Creative Player Experience Meaning Implementation Communicate through different layers Rational flow Creating a unified vision Not what individuals ‘like’ Establishing Player Experience Professional Gamer An audience is mesmerized Technique is at the service of intention • Shaky camera • Slightly out of focus • Sound is distorted • Looks into camera Engage your team members Support creativity TEAM DYNAMIC & BOTTOM UP PROCESS Being creative Abraham Maslow Malsow’s hierarchy of needs Intrinsic needs Competency Autonomy Purpose Respect competencies Competency Autonomy Purpose Give a problem Let me find a solution If you don’t ... Strong vision No team engagement Vision must be rationale Let the team member find their solutions Supporting Bottom-Up Vision Coding Features Art Design Features Features Process Game • Engage your team disciplines • Do the team specialists understand and share it? • They deliver the features • They are specialists, They know best The Sands of Time Creativity VS Management • • • • Finding the creative core takes times It can fail Creativity is about finding something hidden Management is about limiting uncertainty What is needed is Creative Management Week 1 Week 2 Week 3 Week 4 Gold Ideas Understand creative process (vision, brainstorm ...) Take away • You are a creator, not a gamer anymore • Understand creativity and respect it • Establish a clear objective and work as a team Alexandre Mandryka alex@gamewhispering.com gamewhispering.com