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PC (Gamepad Priority)

Single-Player 

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6 - 13 Oct '23

Tools Used

Game overview

This is a small etude created as an assignment for one of the first courses during my education at Futuregames. The task brief was to create a first-person prototype that would convey a chosen theme on a gameplay level. 

In the prototype, you get to play as Luxo Jr., the famous Pixar Lamp. It was the main character of the studio’s first short movie, and since then, has been a mascot of the company.  

My main intent was to make a player embrace the Lamp's quirks and intuitively behave like Luxo

Who is luxo?

Or establishing concrete design goals

To understand in which direction I had to think further, I conducted the most pleasant research ever

Binge-Watched retro Pixar short movies

Watched the Luxo Jr. short movie 7 times on .25 speed

Read the first chapters of the Pixar art book

God bless Stockholm for the cinema library

I saw how much detailed work was put into making the characters feel natural. And I got inspired by it. I defined the following main design principles

Player's learning curve should reflect Luxo's character

Introduction to controls should be "in-action",

without tutorials

Player should want the same things as Luxo 

  • Create limitations and satisfaction when avoiding them

  • Utilize people's awareness of the character

The game should still be a game​

Pose challenges and ways to overcome them

I also clarified the behavioral pattern expected from new players 

Recognize

Play Around

Utilize

After having the main goals established, I felt free to design the controls of the Lamp. However, one particular problem arose

the lamp is pretty complex

Or prototyping of procedural anatomy

Aside from just moving and looking around, the lamp also folds and unfolds because

It needs to prepare to Jump

It wants to interact with an object

It just feels like doing it
(the lamp’s emotions are emphasized by its kinematics)

And the Lamp’s anatomy implies multiple joints which can either fold or rotate (pan).

What could I do about all of it?

In order to not get lost in the infinite amount of options, I established the following principles of Luxo’s controls

Convey the playfulness of the lamp folding

Should I assign (un)folding to separate buttons? But Luxo does not treat it as a separate action!

Limit the amount of buttons

But how do I show the smooth complexity of the character?

Tie the folding to camera input

The size of the lamp implies that players will be looking up and down a lot. That's when the lamp will be folding!

When idle, the Lamp has noticeable states. Player can switch between them based on the angle of the camera. Some of them may even imply a different X-axis input response.

Scene view of Luxo folding

Folding from Luxo's perspective

Technical implementation

Satisfaction Through Movement

Or prototyping state-driven movement

Since Movement is the only action Luxo can perform, I had to develop a whole movement ruleset to make the system relatively deep and convey the whole emotional palette of Lamp’s behavior.

I chose to limit most of player’s default movement to jumping because this decision​

  • conveyed Luxo’s sympathetic character – the lamp itself looks as if it is limping, which adds a cute quirk

  • Encouraged players to look forward to another movement mode which is Ball Riding

Jumping on the ball and riding it is as satisfying as it is in the short movie because of the contrast between movement mode potentials.

Ball riding was supposed to feel like a boost, so destroying the ball after a certain amount of time felt like a good idea (and was also a good reference to the short movie!) 

Luxo's moveset

Luxo on a ball

Technical implementation

Or prototyping interactive objects

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Jump is the interaction 

And you can also push balls (why not?)

it's me, luxo!

With all the pillars established above, the principles of in-game interaction were naturally shaped 

Pushing balls was not needed for the core experience, but the mechanic added liveliness to the interactable environment and added something playful that one could do without a particular reason (just as Luxo would). 

Scene view of ball-pushing

How Luxo jumps on a ball

With the first-person perspective, I needed to make sure the following rules were met 

  • Players should recognize that  they are in a different mode.

  • Players do not have to care about precision too much, their intent is what matters 

To fulfill these wishes, I added an assist feature which made the Lamp auto-attach to a chosen ball. 

Technical implementation

Jumping on a letter

I suspected everybody would want to jump on the letters (everybody jumped on the letters!) and added their specific response. 

Technical implementation

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