Comments on: Experience Movies – A Design Tool [...] that we were wanting to convey. Lisa Brown, a engineer of a Boat turn did a good pursuit of this, and also wrote a good essay about a film she put together and a advantages it had for a [...] [...] that we were wanting to convey. Lisa Brown, a engineer of a Boat turn did a good pursuit of this, and also wrote a good essay about a film she put together and a advantages it had for a [...]

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By: Five things you didn’t know about ‘Resistance 3′ | Vita PS - Hot New Trends/2011/06/23/experience-movies-a-design-tool/#comment-6416 Five things you didn’t know about ‘Resistance 3′ | Vita PS - Hot New Trends Fri, 02 Sep 2011 14:46:13 +0000 [...] that we were wanting to convey. Lisa Brown, the designer of our Boat level did a great job of this, and also wrote a great article about the movie she put together and the benefits it had for the [...] [...] that we were wanting to convey. Lisa Brown, the designer of our Boat level did a great job of this, and also wrote a great article about the movie she put together and the benefits it had for the [...]

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By: Lisa Brown/2011/06/23/experience-movies-a-design-tool/#comment-6290 Lisa Brown Fri, 24 Jun 2011 16:21:20 +0000 Great article! It would be neat to see the actual experience movie you put together. On a couple of projects at Crystal Dynamics (that unfortunately never saw the light of day), we used a similar process to pitch projects and ideas that would have been difficult to convey with documentation or limited concept art. There's definitely a couple of big advantages to using cinematic reference. The first (and most obvious) is that you can directly show what you're trying to accomplish as far as pacing, mood, scale, etc. Your scene from the Mist is a great example of this when you look at that finished segment from Resistance 3 with the big, lumbering alien machine. Second, many people don't have an eye for the process of design (abstract concepts, rough gameplay mechanics, blockworld geometry, etc.), but they do enjoy a good movie! If you use examples from movies that already resonate with your audience (like Alien or Star Wars or the Matrix), then you can get ideas across more quickly. For example, I could go on for hours about how cool a battle with aliens could be or I could just say, "the battle is like the close quarters combat of Aliens set on a sinking ship like Titanic". Great article! It would be neat to see the actual experience movie you put together.

On a couple of projects at Crystal Dynamics (that unfortunately never saw the light of day), we used a similar process to pitch projects and ideas that would have been difficult to convey with documentation or limited concept art. There’s definitely a couple of big advantages to using cinematic reference. The first (and most obvious) is that you can directly show what you’re trying to accomplish as far as pacing, mood, scale, etc. Your scene from the Mist is a great example of this when you look at that finished segment from Resistance 3 with the big, lumbering alien machine. Second, many people don’t have an eye for the process of design (abstract concepts, rough gameplay mechanics, blockworld geometry, etc.), but they do enjoy a good movie! If you use examples from movies that already resonate with your audience (like Alien or Star Wars or the Matrix), then you can get ideas across more quickly. For example, I could go on for hours about how cool a battle with aliens could be or I could just say, “the battle is like the close quarters combat of Aliens set on a sinking ship like Titanic”.

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