00:00www.mesmerism.info
00:11www.mesmerism.info
00:11www.mesmerism.info
00:11www.mesmerism.info
00:11Hello again, today I'll tell you
00:13how we improve the player experience.
00:17www.mesmerism.info
00:19www.mesmerism.info
00:20The original Prince of Persia,
00:22The Shadow and the Flame,
00:23offers a lot of varied environments.
00:25Unfortunately, the environment looked similar.
00:28The path was confusing
00:30from time to time,
00:31and the player get lost.
00:34Also, the original game
00:36feels flat.
00:37At the time it was a great game, but for today's standards
00:40it feels flat, it looks flat
00:42and it sounds flat.
00:44We needed to improve it.
00:52One of our main objectives
00:54was to have state-of-the-art
00:55audio and visuals.
00:57Eunice El-Garab, our art director,
01:01worked a lot
01:02to create a strong
01:04and consistent thematic
01:05for each level and for each areas
01:08in the game.
01:13The engine we used to make the game,
01:15Shiba 3D,
01:17let us improve a lot
01:19the lighting and the VFX.
01:21We needed to use the lighting
01:23to create depth with a lot of contrast
01:25in the levels.
01:27And the VFX were used all over the place,
01:29of course, but especially to give the feeling
01:31of power during the combat.
01:39The audio of the game
01:41was also very much improved.
01:43We decided
01:43during the levels
01:44to use mainly
01:45environmental, atmospheric audio
01:48and to use music
01:50only at specific critical moments.
01:53This music is the same
01:54as the original one,
01:56but played with traditional
01:57acoustic instruments
01:59to give the specific identity
02:00to the game.
02:05Another objective
02:06we had with the team
02:07was to provide
02:10a more meaningful experience
02:12compared to the original one.
02:14One way to do that
02:15was to break this
02:17flat back wall in the level
02:19to make sure the player
02:21knows where it is
02:23and why it is there.
02:26Another way
02:27of giving more meaning
02:28to the experience
02:30was to give the player
02:33memorable moments.
02:35Some moments he would remember
02:36after playing.
02:38So we asked level designers
02:40and level artists
02:42to actually build those moments
02:44and make sure they were properly memorable.
02:59about the navigation itself.
03:01We wanted the player
03:03to be able to
03:04know what was
03:06the main path,
03:08the critical path,
03:09to go from the entrance to the exit
03:12and also to be able
03:13to explore the levels
03:14and discover
03:16several secondary paths
03:17usually more difficult
03:19to access
03:20but more rewarding.
03:24The game offers
03:26another level of depth
03:27in the navigation.
03:29When you approach an enemy,
03:30you can do that
03:31in different ways.
03:32You can approach directly
03:33facing the enemy
03:35and fighting,
03:35but you can also
03:36through an alternate path
03:38approach the enemy
03:40in the back
03:40and surprise him.
03:45To give more meaning,
03:46we also changed
03:47the way we were
03:48telling the story
03:49to the player.
03:50We turned the cinematics
03:52into very short
03:54and sweet moments
03:55and focused
03:58on the in-game storytelling.
04:00We wanted to describe
04:01the Prince journey
04:03throughout the game.
04:04We wanted the player
04:06to feel and understand
04:08the story
04:08at a very high level
04:10with the world map
04:11and the area map,
04:12but also
04:13at a very, very low level
04:15throughout each level.
04:21At a low level,
04:23we used staging
04:24to tell stories
04:25inside the story.
04:27You can face ambush
04:30and be attacked
04:32by a lot of enemies
04:34at the same time.
04:34you can face boss,
04:37you can see enemies
04:40talking with each other
04:42or talking to you.
04:52With all those elements,
04:54we made sure
04:55the game was more fulfilling,
04:57more immersive.
04:58and be creative.
05:15Thank you for watching.
05:16We hope you'll enjoy the game.
05:19Goodbye.
05:19and see you next time.
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