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Project Pitch: ��The Sporadic Puzzles

Presented by Raphael Colucci

Games Development Project

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“[…] The questline […] is full of twists, turns, and surprises, like a great, short comic book run that separates itself from […] optional time trials and simple puzzle minigames.

Rewards for completing these various activities vary, with some ranging from genuinely exciting story teases for what’s to come, to simply gaining some tech parts to upgrade your abilities with.

The tasks are often so mundane and repetitive, however, that I did frequently question whether these small, congratulatory nuggets were worth the slog they too often turned out to be. […]”

Marvel’s Spiderman 2 Review, IGN.com

How can we avoid this reaction…

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“[…] My favorite thing about exploration […] is that every major collectible has both a worthwhile reward and a fun mini challenge tied to it.

I was always extremely eager to find new Bamboo Strikes, not only because they gave me more resolve […] but also because I just loved doing the little button-press minigame required to collect them. […]”

Ghost of Tsushima Review, IGN.com

This is a template that you can adapt for your own presentation. Use these slides as a guide for what you should include.

… and get this instead?

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AAA Action-Adventure games often offer puzzle minigames.

  • They can help to break the pace and bring some variety to the player experience.
  • However, these are too often considered tedious by both action fans and puzzle fans alike.
  • Too often, the necessity of being quick comes at the price of being trivial.

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Project Problem

Can a puzzle minigame for AAA Action-adventure games be fun for everyone?

This project will start with a thorough research analysis aimed at pinpointing what makes a good puzzle in the constraints of an action-adventure experience, before offering an artefact of a solution that can cater to both side of the spectrum and fill fulfilling.

Challenges

  • Research and determine the ingredients for a good puzzle minigame in AAA.
  • Design a compelling puzzle system and an appropriate number of levels.
  • Implement and iterate with appropriate player-testing.

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Key Influences

  • Cherished minigames in games like:
    • Bioshock
    • Marvel’s Spiderman
    • Ghost of Tsushima
    • The Elder Scrolls IV: Oblivion
    • Batman Arkham Series
    • Yakuza Series
  • Resources such as Museum of Mechanics: Lockpicking

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Key Influences

  • But also Loathed minigames in games like:
    • Marvel’s Spiderman 2
    • Zenless Zone Zero
    • Assassin’s Creed: Revelations
    • Genshin Impact

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Industry Relevance

Job Listing: Game Designer (3D Adventure Exploration & Puzzle Focus), on LinkedIn.com

  • Role Description: Up One games is looking for a Game Designer with a passion for adventure and puzzle games. The role focuses on designing levels that feature intricate puzzles.
  • Skills Alignment: The hiring team focuses on
    • In-dept knowledge of level design principles and puzzle mechanics
    • Problem-solving skills and creative solutions to design challenges
    • In-dept documentation of design processes
    • A prototype-test-refine work flow

Be sure to include where you have found these job listings, try all avenues-LinkedIn and Art Station are great places to start.

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Research Plan

Examples of subjects to research:

  • Defining Puzzles & Minigames
  • Purpose of a puzzle inside a bigger project
  • Types of minigames
  • Characteristics of dedicated & AAA minigames (types, purpose, length, difficulty…)
  • What makes a good and bad puzzle?
  • Onboarding
  • Puzzle Sequencing
  • User Interface

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Research Plan

Potential obstacles and mitigation strategies:

  • Monetary constraints to access AAA titles
    • time constraints to access puzzles in said games

make use of Gamepass/PS Plus, video playthroughs and Museum of Mechanics.

  • Project necessitates a varied panel of play-testers.
    • and puzzle mechanics can only be approached for the first time once!

use contacts made in other groups and non-player friends as much as possible!

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Examples of key literature and research

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Deliverables

  • A puzzle minigame system for AAA artefact, with an appropriate amount of levels.
  • Accompanied by a game design document.
  • And supported by a thorough research paper.

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Project milestones

Project Start

30/09

Research Completed

27/10

Concept & Framework

30/11

Puzzle Design & Integration

05/01

Playtesting Round 1 + Iteration

19/01

Playtesting Round 2 + Iteration

02/02

Playtesting Round 3 + Iteration

16/02

Project Delivery

25/02

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Thank you for listening