Dates: February 23, 2016, 5:30PM
Venue: Drexel University, ExCITe Center, 3401 Market Street, Philadelphia, PA
“Controlling Chaos: Designing Compelling Combat in an Action Game”
Combat is unpredictable and chaotic. If games tried to realistically model combat, it would create random-feeling combat. We can use systems and design principles to create scenarios where we can control the chaos and teach the player to predict what may happen.
Adam Bormann is currently the lead gameplay designer at Hangar 13. His titles include, Tomb Raider (2013), Star Wars: The Force Unleashed II (2010), and Tales of Monkey Island (2009).