将新的游戏构思付诸实践

Gameloft青睐Unity灵活的快速迭代工具

Gameloft:Unity开发人员案例分析

How do you put cool game ideas into production fast, turning a creative spark into a foundry? With his team of five, Gameloft Montreal’s Director of Gameplay, Renaud Forestié, listens to game ideas and quickly assembles tangible, working versions that stakeholders can play and evaluate. The team uses Unity to bring multiple game ideas to life, letting the best rise to the top for final development, publishing, and marketing.

Founded in 1999 by a co-founder of Ubisoft, Gameloft has grown from developing games for Java- and Brew-enabled handsets to being a major mobile-game provider with over 2.5-million downloads daily. Their studios span six continents, and their hundreds of well-known titles range from Asphalt and Modern Combat to the tycoon hit Disney Magic Kingdoms.

项目

根据游戏理念构建各种版本以便进行评估

目标是

为新的游戏开发创造一个培育环境

平台
项目工作人员

6名Unity开发人员驻扎加拿大蒙特利尔

公司

6000多名员工

总部:法国巴黎

 

灵活的工具,首日便可推出具备可玩性的游戏

游戏开发与电影创作相似,都是由点到面展开的。开发团队和几位制作人听取设计师(Gameloft称其为“织梦师”)的一些游戏创意,定下要开发的项目,再分配资源。Forestié表示,“我们会为每个项目分配一到三周的时间;我们会针对每个项目创建几个迭代。”他们通常会在第一天结束时给出具备可玩性的东西,在第一周结束时得到可以进行测试的东西。

“我们会尝试创建大量的版本,以期找出让人觉得惊艳的版本;而后从中获取用户保留和玩家启动游戏的次数等客观数据。我们真的很快就能将游戏交到玩家手中。”在过去的一年里,他的团队完成了30多个项目,每个项目有一到五个版本;其中有12个项目可投入生产。Forestié补充道,“我们需要Unity才能维持这样的产出水平,这就是我们将它用于所有项目的原因。”

结果:

  • 用于玩家测试的高功能初始版本
  • 快速了解游戏的技术可行性
  • 快速淘汰薄弱构思的工具集和环境
  • 源源不断的经过测试的且可用于生产的游戏概念
快速的游戏设计和迭代

注重玩家体验

Forestié’s career and personality are a good fit for his quick-moving role at Gameloft. After university, he worked as a web programmer and art director, developed Flash skills, and moved into UI/UX work at several startups. However, it wasn’t his passion: “Doing apps for startups was not really my thing. I get satisfaction from quickly creating something that reflects exactly what I have in mind.” He found a tutorial online, taught himself Unity, and brought his coding, art, and UI/UX skills to bear on games.

“Growing up, I loved playing with Lego, video games, and did a lot of drawing. Now I’m combining these interests – designing basic game elements, assembling ‘building blocks’ with Unity and making games. It’s the perfect job.” His UX experience is a strong influence at Gameloft, where he focuses on the player. That’s one of the reasons why his team puts so much effort into creating builds with an authentic game feel. “We want to build for the player first, and if a player has a good experience, then chances are we’ll get good retention and good numbers.”

He acknowledges that rapid game iteration isn’t for everyone. Most projects don’t move beyond initial evaluations, and that can be disappointing. However, good ones do make it through. He added, “With experimentation, sometimes there’s serendipity – finding out things that we just didn’t know or expect. That’s really fun.”

地铁游击测试

Forestié最初任职Gameloft时,他的目标是迅速将想法变成可测试的形式。“我们需要一种可以让我们快速行动的工具;除了Unity,就没有这样的工具了,”他说。“于此同时,我们希望游戏概念切实具备吸引力,所以它与仅仅作为编程艺术和供内部使用的标准原型不同。我们希望获得一定程度的‘活力’。”

除了内部审核外,Forestié还会将其带向街头。“我会进行游击测试,比如我会在地铁里给人们分发手机,希望他们不会把手机带走,”他打趣道。“我会观察他们如何玩游戏,研究他们的表情。”这并非正式的游戏测试,但它的确给开发人员留下了宝贵的第一印象。这种快速反馈,加上他们丰富的经验和他们自我批评的天性,会引导他们进一步开发,或者“我们觉得这还不够好,我们重新开始。”

增加即时“游戏感”

该团队维护着自己的反馈库(基于Unity的原生API),因此只需点击几个复选框,就可以触发粒子和屏幕抖动、色差、定格以及时间线修改,从而轻松创建强大的游戏感。Forestié将“游戏感”定义为游戏用于告诉玩家发生了某些事情的所有视觉和音频反馈。“假设我按下触发按钮,我会看到枪口射出子弹、出现闪光,我会听到隆隆声,感受到后座力。我能看到并感受到我开了枪的所有反应。”Forestié相信这些额外的效果可以让玩家获得满足感,而这正是让游戏变得有趣的原因。

他还认为游戏创作是一个很好的测试场所;在多数游戏创作平台中,Unity是他最喜欢的工具。“我喜欢游戏创作的一个点在于当玩家在YouTube上点击‘Let’s Play’时。我会见到从不认识、从未有过关联的人玩着游戏并说着,‘呃,我好像应该走这道门,我应该捡这个技能’。我觉得这太酷了。”

深度工具箱和有着较高支持度的社区

The Unity Asset Store has been an important resource for Gameloft, offering everything from characters, environments, and music to billing add-ons and localization tools. “Whenever we need something off-the-shelf, it’s probably for sale or available for free in the Asset Store,” said Forestié. For example, Cinemachine, which is free, is a unified, procedural system for in-game cameras that can cinematically track and compose a defined target. “Cinemachine is an asset I use a lot and that I love. It really helps with all our camera stuff, having a zoom, having a screen shake, just the ‘noise’ that you get natively with Cinemachine is amazing.” ProBuilder – which was initially on the Asset Store but as of Unity 2018 is a built-in feature – is a key asset that the team uses for 3D modeling.

Another vital resource for them is the Unity developer community. “When we’re stuck with something difficult, I know someone else in the world has solved this problem, and I just have to Google it.” He also spends a lot of time on Twitter. “People share amazing Unity tips and tricks there, so I’d say it’s one of my first sources of information.” Forestié often points other developers to the Learn section of the Unity website, and with new releases, goes to the tutorials. “That’s where I learned most of what I know,” he said.

Finally, with its ability to quickly publish to virtually any platform, an innovative and diverse feature set, and the ease with which teams can collaborate, Unity has become the workhorse development tool for Forestié and his game-designer colleagues at Gameloft. His team’s rapid productivity with Unity has not gone unnoticed – rumor has it that Gameloft will create its first full-production Unity game next year.

迅速实现游戏设计的最佳范例

Renaud Forestié在洛杉矶Unite大会上向满座观众分享Gameloft团队创建的原型作品。观看他的演讲。

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