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Harnessing Hulk: Controls, Motion, Gameplay!
Price $5.95
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SKU GDC-06-053
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Harnessing Hulk: Controls, Motion, Gameplay!,
1582

Game Design, Lecture

Bryan Brandt
Programmer, Radical Entertainment

Eric Holmes
Game Designer, Radical Entertainment
Every game lives or dies by its control system. In this session we show how we harnessed the twelve-foot-tall unstoppable juggernaut of destruction to a joypad with two sticks and six buttons.^/BR^^/BR^ Learn the ins and outs of creating the fluid control system that enables the Hulk to leap, climb and wallrun through the concrete jungle. The session details a proven process, from high concept to final execution on a multiplatform console game. This session will save man-months, improve quality, and give food for thought. Dare you miss it?

Attendees gain a better idea of how to build a framework for structuring their team, and the ability to provide them with concrete direction to rapidly develop industry-standard character functionality.

Anyone involved in any part of game design will derive value from this successful collaborative process, but most value will be gained by character motion designers, character motion programmers, gameplay animators, character Tool/Pipeline developers, and managers who oversee any or all of the above.

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