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View Full Version : Designing a video game is not unlike choreographing a modern dance


David Beebe
11-08-2004, 02:23 PM
To put this into a little more context, you can visit our bios http://www.tiltedmill.com/people_admin.htm or I can give you the cliff notes (My BA from university was in dance).

When you sit down to craft a dance, you really must focus on the core concept of what you want the dance to be about. It must be a simple concise idea. That idea translates into motion. That motion must retain coherency. Take your right hand thumbs up and rotate your thumb inward (creating an arcing motion). Now translate that motion into your head (nod your head to the left in an arcing motion). Now do both motions together. Now run in an arc to your left. The complexity comes from manipulating the motion- but maintaining the theme.

Visually a dancer does what a poet or song writer does with words and stanzas.
Story and repeating chorus (London bridge is falling down), added story through pattern building (She swallowed the bird to catch the spider-it wiggled and giggled and jiggled inside her, she swallowed the spider to catch the fly, I don’t know why she swallowed the fly…), song in a round (are you sleeping, brother john?). The dancer uses visual rhyming schemes to punctuate stanzas. (a, b, a, b ; A, A, A, B; A,B,C,D,C,B,A). The dancer also recognizes that there are accepted places on the stage that read stronger than others (center stage is very strong whereas upstage left is distant to the observer in a proscenium stage environment). After the technical choreography, there comes the problem of scheduling. X amount of time, with rehearsals. Costumes must be done in a certain time frame, lighting needs to be designed and assigned and music needs to be cut.

When you sit down to design a video game, you need to figure out the core concept and mechanics. What variables lead towards better game play? What elements lead to keeping the theme intact? What is the core element? How do you prevent extraneous feature creep? A farmer gets food how? Ok than a potter gets food how? Ok than the baker gets food how? Likewise there are strong and weak places of presentation for the screen. Than you need to articulate your vision to external people as well as make sure your programmers and artists know what the end vision is. And than comes the scheduling… milestones, deadlines, demos, press tours, external vendors (the manual), cross merchandising.

Of course; you never really have to schedule costume fittings for your programmers…

Maatkaamun
11-08-2004, 02:53 PM
Wow, David. Very insightful. :cool:

And just like being part of a large production (like a dance or choral production) gives you a sense of participating in something greater than yourself (and even greater than the sum of its parts), so, I hope, was being part of CotN for all you guys. ;)

Traxia
11-08-2004, 04:10 PM
Someone should mention this to Britney Spears...

Innovan
11-08-2004, 04:35 PM
I believe there's a lot of crossover between software and dance, especially since animation has grown as a field.

Beauchamp-Feuillet notation is moderately more difficult to read than code. Still, it spread the dances recorded in it across the continent and the channel, and with study you can recreate dances hundreds of years old extremely accurately. Or, at least we think we have. ;)

Labanotation just entirely sucks. It really, really does. Poser software is easier to use than writing out dances in Labanotation, even with the weird "word processors" that exist for Lab.

Pillings Notation as used in Scottish and English Country Dance is sometimes sparkingly clear, sometimes obscure.

Ultimately, it's hard to beat Cecil Sharp's editing of Playford's dance instructions, but its the least flexible of all.

David Beebe
11-08-2004, 04:38 PM
Laban's genius was in Laban Movement Analysis more than the Labanotation (those squiggles were just weird)

Traxia
11-08-2004, 05:23 PM
*terminally scared*

sitearm
11-08-2004, 07:42 PM
Now THIS is a cool thread!

Of course; you never really have to schedule costume fittings for your programmers…But you DO have to costume your CotNizens! :D

P.S. My daughter STILL wants the princesses to look different than the girl entertainers :eek: !

Yahya
11-08-2004, 07:44 PM
Now THIS is a cool thread!

But you DO have to costume your CotNizens! :D

P.S. My daughter STILL wants the princesses to look different than the girl entertainers :eek: !
I wouldn't mind that either. :)

wodinoneeye
11-08-2004, 09:43 PM
To put this into a little more context, you can visit our bios http://www.tiltedmill.com/people_admin.htm or I can give you the cliff notes (My BA from university was in dance).

When you sit down to craft a dance, you really must focus on the core concept of what you want the dance to be about. It must be a simple concise idea. That idea translates into motion. That motion must retain coherency. Take your right hand thumbs up and rotate your thumb inward (creating an arcing motion). Now translate that motion into your head (nod your head to the left in an arcing motion). Now do both motions together. Now run in an arc to your left. The complexity comes from manipulating the motion- but maintaining the theme.

Visually a dancer does what a poet or song writer does with words and stanzas.
Story and repeating chorus (London bridge is falling down), added story through pattern building (She swallowed the bird to catch the spider-it wiggled and giggled and jiggled inside her, she swallowed the spider to catch the fly, I don’t know why she swallowed the fly…), song in a round (are you sleeping, brother john?). The dancer uses visual rhyming schemes to punctuate stanzas. (a, b, a, b ; A, A, A, B; A,B,C,D,C,B,A). The dancer also recognizes that there are accepted places on the stage that read stronger than others (center stage is very strong whereas upstage left is distant to the observer in a proscenium stage environment). After the technical choreography, there comes the problem of scheduling. X amount of time, with rehearsals. Costumes must be done in a certain time frame, lighting needs to be designed and assigned and music needs to be cut.

When you sit down to design a video game, you need to figure out the core concept and mechanics. What variables lead towards better game play? What elements lead to keeping the theme intact? What is the core element? How do you prevent extraneous feature creep? A farmer gets food how? Ok than a potter gets food how? Ok than the baker gets food how? Likewise there are strong and weak places of presentation for the screen. Than you need to articulate your vision to external people as well as make sure your programmers and artists know what the end vision is. And than comes the scheduling… milestones, deadlines, demos, press tours, external vendors (the manual), cross merchandising.

Of course; you never really have to schedule costume fittings for your programmers…




Of course the scenery (terrain/lighting/props/artwork) and the music(sound) and the player interaction have something (understatement) to do with it also.

Maybe 'opera production' would be a closer analogy.

David Beebe
11-09-2004, 08:52 AM
Theater has a lot of parallels as well.
Designer (Director), Producer (Stage Manager), Artist (set design).

tobing
11-09-2004, 09:04 AM
True, but I would say that modern game design is a lot like modern film design. And one of the trends seems to be also that games come closer to films (at least wrt action games), so it is like you play one role in a cinematic film. In modern games (not all of course) you also have cut scenes, which nothing different than short film episodes.

Same is true for RTS games, a good example being the LotR-series of games.

MAX-1
11-10-2004, 10:02 AM
Good description David. As a dancer myself, your tutorial of choreographing is simple enough for anyone to understand the basics and is also insitefull to how game design is. It helped me understand your process. TY