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7.16.2020

Riot documentation on GameDev

If you want to go into a more deep understanding of games and Game design here is a great link to check why and how FPS are so complex to balance.

https://playvalorant.com/en-us/news/dev/how-we-balance-valorant/

'Game balance is something that every player feels and may have some opinions about. The experiences all of you have and feel shape your perceptions of the game—your perception is your truth. It’s our job to provide an experience that is fair for every player.'

Also How prototype Build's a game subtance

https://www.riotgames.com/en/r-and-d-office/prototype-building-a-games-substance

'A clear definition of the audience we anticipate will play the game.
A representative playable gameplay experience that demonstrates most key (risky) innovations we intend to bring to the genre.
A depth of understanding on the team of the innovations, which allows the knowledge to be carried forward to pre-production.
And most importantly, proof that the audience likes the experience via playtesting.'

And Incubation period where exploring is the key 


'We believe that a strong understanding of audience leads to great games. For this reason, the early phases of our R&D production lifecycle focus on learning about players, the genre, and the specific opportunity we’re pursuing. We call this process “sensemaking,” and it typically takes place during the Incubation phase of the production lifecycle. We pursue it with the goal of developing a deep understanding of an audience / player so that we can recognize areas of innovation that might have otherwise gone unnoticed.'