Tag Archives: Mike Wang

NBA 2k13 Gameplay Enhancements via Game Designer Mike Wang

The weeks following E3 are generally slow to deliver news as companies settle in following their announcements and showings and prepare for upcoming marketing pushes as respective releases near. That has been the case at this point with pretty much every sports game slated for the fall – but NBA 2K13 is in such position of strength that smaller or even vague details can be mentioned casually that are ultimately worthy of discussion.

Two recent ones come from lead gameplay designer Mike Wang (@Beluba), who probably has as much or more credibility than any other sports game developer, commenting on the Isomotion dribbling controls and work being done with physics.

Continue reading NBA 2k13 Gameplay Enhancements via Game Designer Mike Wang

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NBA 2K12 Developer Insight #10- Controls

Mike Wang over on NBA 2k12’s Facebook page posted  up the latest developer insight blog all about the new control system, read what he has said below and check out the gallery at the top for a complete list of all the controls for the XBOX 360 courteous of Operation Sports. Here is what he had to say:

Hello, NBA2K fans.

It’s Mike Wang, Sr. Game Designer, with you today to talk about some of the new features and improvements made to the offensive end of the floor in NBA2K12 – primarily in the areas of Ball Handling and Shooting.

Ball Handling

Let’s start off talking about dribbling.  Last year, one of our top AI engineers completely re-worked the dribbling system and it was immediately recognized as one of the biggest improvements in the jump between 2K10 and 2K11.  We were really happy with how far it came last year, but there were certain things that we didn’t have time to get in… which is typically the case when undergoing huge code re-writes such as this.  In a nutshell, the two main goals we wanted to achieve with the dribbler in NBA2K12 were to:

  1. Refine the movement, in terms of look and feel
  2. Make good ball handlers feel more “explosive”

The first area that needed to be addressed was speed.  Feedback came through loud and clear from the forums that people wanted a proper walk dribble instead of the “hunchback” dribble that we had last year.

To be honest, I didn’t think it was that big a deal in the scope of things, but decided to spend some time refining it and capturing new walk dribble animations to appease the fans.  After playing with the changes, I was amazed at how much I actually missed being able to walk up and down the court.  It’s a small change, but goes a long way towards making the overall dribble model feel more complete. Continue reading NBA 2K12 Developer Insight #10- Controls