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PASCAL
LUBAN
Pascal's background in business and marketing (MBA from the University of Washington, Seattle), as well as his broad knowledge of game design, allows him to base his game design consultancy on improving the process of designing games; in other words, his ambition is not to do the game designs of his clients but rather to help them make better ones. He's recently introduced Virtools
Dev 2.0 to his consultancy's arsenal of tools to improve communication
and teamwork, and he took some time to speak to Virtools about it. For more info: http://www.gamedesignstudio.com
Images ©2001Darkworks/Infogrames |
How did you get into the game design industry? In a previous life, I was working for Panasonic France in charge of corporate planning. Had the chance to plan the launch of the 3DO platform in France, and I put a lot of enthusiasm in it. As you probably know, the platform bombed, and the project was killed before it ever got to market in France. It left me frustrated, since I've always been interested in games. So I quit Panasonic, giving myself one year to break into
the industry. I started by working on my own game designs which I sold
to Virtual Studio. That's how I got in. What are the necessary skills for doing game design well? That's an excellent question. I would say there are five requirements. The first is good analytical skills. Creativity and new ideas are born from existing sources, and new genres are difficult to create. Even Einstein borrowed and built upon material that was already there. The first key is to look at what is done in games and analyze them very, very well. But pointing out what is good and bad in a game is not enough. The second key is to extract the essence of the game, to understand how a particular mix of features is well suited, or is not, to a particular type of game. The second skill is being a good communicator because you have to keep communicating with other people on the team. But communication is not only about talking. A good communicator is a good listener above all. A game designer is at the hub of the development process. He doesn't make the game, but he's the central link to everybody else: the coders, the graphic artists, the sound designers, the scriptwriters and so on. The third skill is to understand the game industry and know games well. You don't necessarily have to know every game, but you do have to know a few game genres really, really well. Some game designers like myself are specialized. As for myself, I specialize in action/adventure and strategy games. Why? Because those genres are already very broad and if you want to master them, you really have to dig in. You can't be a dilettante, it just doesn't work anymore. The fourth skill is to be organized and rigorous in your thinking. Game design requires handling a lot of data, so you should not be disorganized. The last project I worked wound up being several thousand pages thick. To be able to use this document, it has to be well organized. The fifth skill is that you also have to be diligent.
When you start a project, it's a lot of fun. You're putting out ideas,
everyone's enjoying it. There's a good team spirit and enthusiasm. But
development is very long. You start of just focusing on the big picture,
but as time goes on, you have to dig deeper and deeper into the design.
In other words, you have to sort out and specify the little details, and
that can get very boring at times. You have to be thorough and rigorous
in your thinking to do a complete design of a game. You have to be tenacious
because the work can be very painstaking. Of the game designer's we've interviewed, we have identified three approaches to starting a project - develop a scenario, follow a game-genre heritage, or start from a technological premise. Is there another method? Well, if I work for a client, my method is my client's
method. In other words, I adapt to their needs and their strategy. Now,
if I need to define a game concept from scratch, I first outline the emotions
that I want the player to feel. Taking Alone in the Dark 4 as an example, how did the project come about? Darkworks who developed AITD4, was a very young
studio at the time. They were working on a game called 1906, an
action/adventure game set in the Arctic wilderness. I had been working
on the gameplay aspects of this project as a consultant. They presented
it to several publishers, and no one signed on. The 1906 demo was
strong, and Infogrames noticed it. Infogrames contacted us to rejuvenate
the Alone in the Dark franchise, and the project started from there.
I worked on it from its inception. How do you organize your work? Do you have a predefined working process? I'm giving you a generic answer, because once again, it's
on a case by case basis. First you work on the content to outline the
main points of the game, key game mechanism, the theme, what we want the
player to experience and so on. What are the tools of your trade and what is your relationship to these tools? Books, a computer, a compiler, pen and paper, music to
listen to while I work, and woods through which to walk while I think.
Books educate me, the computer angers me, the compiler frustrates me,
paper clarifies my thoughts, music harmonizes my mind, the woods maintain
my perspective... I think so, because we'll be able to test out game ideas and gameplay mechanisms much sooner. Not only will it make games better, it will make them faster to develop, and less expensive. As a game designer, I would love to be able to modify the game being made, and sometimes we have tools to modify slight parameters of the game, but more often than not, we don't really have acces to the source. Let's say I want to change the position of an object in a game, I can't do it myself, I need to go involve another person... It takes time. A tool like Dev makes the development process less opaque. A game designer with Virtools can implement many changes him/herself. What is the biggest technological
limitation of your profession, and how do you deal with it? The biggest limitation is less technological and more
human. It's organization. Studios are not always well organized. Poor
organization can really hamper a project and slow everything down. Most
other industries have learned how to organize themselves. We're still
learning how. Virtools is useful for that because not only is it a development
tool, I see it as an organizational tool. |