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Visual Game Tuning

Visual Game Tuning. Integrating Interactive Visualizations into Game Development. Why InfoVis & Gaming?. Games are increasingly: Complex Hard to debug Hard to test Expensive to develop. Why InfoVis & Gaming?. Information Visualization can: Help reduce complexity

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Visual Game Tuning

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  1. Visual Game Tuning Integrating Interactive Visualizations into Game Development

  2. Why InfoVis & Gaming? • Games are increasingly: • Complex • Hard to debug • Hard to test • Expensive to develop

  3. Why InfoVis & Gaming? • Information Visualization can: • Help reduce complexity • Give insight into processes • Assist the debugging process • Reduce cost

  4. Think of a game as a multidimensional dataset

  5. Drift! – the racing game

  6. Drift! – the racing game • 1992 Mazda RX-7 • 236bhp, 156mph top speed, 0-50mph in 4.4s • How much does this matter in a video game? • It depends on the game! • What does matter? • The “feel”

  7. Drift! – the racing game • How do we define “feel” ? • Perceived: Rigidity, Acceleration, Speed, etc… • Reality means less here • How do we find the “correct” feel? • QA Cycles

  8. Traditional QA Cycle

  9. Testing Approaches • Bug-tracking systems (JIRA, BugZilla, Mantis) • Playtests • Subject Matter Experts • Heuristic Analysis (more on this later)

  10. Traditional QA Process • If the tuning process works, why change? • The average AAA Game: • Costs $28 million to develop • 3 years to produce • Requires constant testing by the QA staff • Requires constant revision by the developers

  11. Modified QA Cycle

  12. Visual Game Tuning (VGT)

  13. Visual Game Tuning (VGT)

  14. Visual Game Tuning (VGT)

  15. VGT Collaboration

  16. VGT-vis client

  17. VGT-game client Steering is too stiff!

  18. 1. Overview VGT-vis client 2. Zoom & Filter

  19. 2. Zoom & Filter • Zoom on most recent timeframe

  20. 3. Detail

  21. 3. Detail • Look for potential relationships

  22. 5. History

  23. VGT-game client “Dislike” “Like” Steering is too stiff! This is too hard! Try reducing speeds?

  24. 5. History • Using Indicators, we can assess user feedback

  25. 6. Extract & Save Groups

  26. 7. Update

  27. VGT-game client Much Better!

  28. VGT Architecture

  29. Visualization - Protovis • Stanford Visualization Group • Web-based (Javascript) • High Level Abstraction • Declarative Syntax

  30. Game - Unity3D • Cross-platform • High-level language support (C#, Javascript) • Web-enabled • High performance

  31. VGT Collaboration

  32. Tuning Middleware(ActionScript / RTMP) • vis client update protocol • game client update protocol

  33. VGT Future Work • More middleware needed • Database logging • A server to take care of deeper analysis • Allows for mobile lightweight clients (tablets) • Formal evaluation of cost savings • Does VGT put more burden on QA?

  34. Questions?

  35. Thank You!

  36. Background Work

  37. Heuristics • Quantitative analysis of player actions • Statistical approach to game design • Gives a way to compare different approaches

  38. Heuristics • Heuristic Evaluation for Playability (HEP) • Desurvire, H., Caplan, M., & Toth, J. A. (2004). Using Heuristics to Evaluate the Playability of Games. • Born out of the need for a standardized way to evaluate player feedback • Focuses on relevant gaming concerns

  39. Heuristic Evaluation for Playability (HEP)

  40. Interactive Visualizations • Scattering Points in Parallel Coordinates • Yuan, Guo, Xiao, Zhou, & Qu, 2009

  41. Interactive Visualizations • Interactive Dimension Reduction through User-Defined Combinations of Quality Metrics • Johansson & Johansson, 2009

  42. Interactive Visualizations • Lark: Using Meta-Visualizations for Coordinating Collaboration • Tobiasz, 2010

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