Jibb Smart 🎮

109 Followers
75 Following
26 Posts

Game dev. Input specialist. Created gyro controls best practices, flick stick, etc. Exploring new ways to play.

Helped with Fortnite, Deathloop, House of the Dead: Remake, etc.

Senior Gameplay Programmer at Epic Games.

WebsiteGyroWiki - http://gyrowiki.jibbsmart.com/
GCAP22Mouse-like Precision, No Aim-Assist - https://docs.google.com/presentation/d/e/2PACX-1vRIMW7LjNqVswbgclHJPqc_fbTJQ1vDfqDridFM8o1qNYpkQHm4zZtY6SJST0fcQRabeeZmq8PTxSSF/pub?start=false&loop=false&delayms=0&slide=id.g149dde8bc43_0_80
Other Articles7 Under-used Control Schemes - https://www.gamedeveloper.com/blogs/7-building-blocks-for-better-controls
YouTubeJibb Smart, Game Dev - https://www.youtube.com/gyrogamingjs

Shipped a thing in Fortnite today called "human-like aim assist". I've been wanting to do something like this for a loooooong time!

An immense amount of internal testing went into making sure this was fit for launch -- aim assist changes are never made lightly.

But my hope is this helps us significantly improve the game's balance across different input types.

#gamedev

I've been experimenting with some "IRL" game design. Here are my Rock Paper Scissors playing cards. Each suit has cards ranked from Ace to 9 in both red and black:
Jibb Smart 🎮 (@JibbSmart) on X

🎮🎯👀 Gameplay designers and programmers, please click all the way through! For more and more players, thumbsticks without gyro is like keyboard without mouse: clunky, overly reliant on assists, less fun. Does your game have good controls? Really? #gamedev

X (formerly Twitter)
Don't mess with my math.

Contrast all this with something like Mario Kart, where players don't know far to tilt the controller to turn as hard as possible. Experienced players often prefer the analog sticks, even though they are less precise, because they give far better feedback.

More info here: 7 Building Blocks for Better Controls
https://www.gamedeveloper.com/blogs/7-building-blocks-for-better-controls

7 Building Blocks for Better Controls

Let’s offer the best experience we can to new players, disabled players, and expert players, by offering them alternative building blocks that better suit their experiences and their ambitions.

Game Developer

What if motion steering could offer far more directness and precision than an analog stick?

Good motion controls are only as good as their feedback. #gamedev

In this example, using JoyShockMapper to force motion steering into Trackmania, plus a home-made overlay, I can at all times see:
• How hard I'm steering and in what direction
• Whether I'm steering at full strength (+ rumble so I can feel it)
• How far I'm tilting the controller further than I need to

it's working . gif

Thank you all kindly for connecting and/or boosting! <3

Hey #gamedev, I'm looking to get better connected here. I work in AAA but love Indie stuff too. Took a while to build up connections on Twitter and kinda dread having to do that again elsewhere.

I post very little but it's usually useful stuff when I do. Read a lot, like a lot, usually reply when I'm tagged. HMU

My GCAP22 talk recording is now available for anyone who's curious.

It's really dense. The goal was for it to be useful for those who need to be convinced gyro controls can even be good, those who like gyro controls but need help with the basics, and those who know the basics and want to explore advanced options:
https://www.youtube.com/watch?v=krQ_ggZcN1Q

#gamedev

Mouse-like Precision Without Aim Assist: Making Good Gyro Controls

YouTube

Over on Twitter at the beginning of 2019 I posted, "Hello 2019, Year of the Gyro". But it was not the Year of the Gyro. Neither was 2020 nor 2021. Each year was a disappointment as the games industry was slow to change.

But now I'm done. Because 2022 was drastically different to previous years. I think gyro use will explode in future years, but the turning point will always be 2022, Year of the Gyro:
https://cohost.org/jibbsmart/post/727958-why-2022-was-year-of

#gamedev

Why 2022 was Year of the Gyro

Fortnite and Call of Duty. God of War Ragnarök and Deathloop. Neon White and Severed Steel. The Steam Deck and Splatoon 3. These are more than just a random collection of gyro-repping games and hardware from 2022. They represent the most recognisable multiplayer gaming franchises in the world, acclaimed singleplayer blockbusters, stand-out fast-paced indies, and historically influential gyro control devs (both hardware and software) returning for their best showings yet, respectively. Not forgetting House of the Dead: Remake, Deep Rock Galactic, Horizon Forbidden West, Counter-Strike: Global Offensive, Zombie Death Quota, The Callisto Protocol, The Last of Us Part 1 -- this has been a fantastic year for gyro gaming. All of these either launched with gyro in 2022 or received updates that added gyro aiming for the first time. I had the great pleasure of advising on a few of these games myself, but the first and most significant experience for me was getting to put a lot of work into Fortnite's February gyro update. This was where I had the most control, driving most of the design of the settings, handling all of the implementation, and even getting to have a video introducing gyro aiming and flick stick. This was in the game and seen by millions of players! https://www.youtube.com/watch?v=CiSS5OsNCNU [https://www.youtube.com/watch?v=CiSS5OsNCNU] Even apart from Fortnite, February was a great month for gyro, with the Steam Deck launching as well. The Steam Deck has been wildly successful [https://cohost.org/jibbsmart/post/435743-1-million-reasons-to], and as more people try it out, more people have been embracing Valve's solution for mouse-like controls on a handheld -- no, it's not the trackpads; it's the gyro. In Aperture Desk Job (which everyone with a Deck should play -- it's free, it's short, and it's made by Valve to show off what the Deck can do), "gyroscopic controls" are highlighted as an "even better" way to aim. Valve encourages developers, similarly, to explore gyro controls: https://twitter.com/JibbSmart/status/1465561659548733440?s=20&t=rOSpy1bIwG6Y126YztAHBA [https://twitter.com/JibbSmart/status/1465561659548733440?s=20&t=rOSpy1bIwG6Y126YztAHBA] Valve says: "But we do think that the gyro, when combined with the joystick or the trackpad, are ideal for a large class of games and something many players will want to use. They offer finer precision for people that are used to gamepad inputs, but also take the mouse paradigm from the desktop into a portable form factor. We recommend trying out this style of input for anyone shipping a game that has player control of a camera or cursor and seeing if it makes sense for your game." Steam's built-in input remapper has made gyro controls possible in PC games for years and years, whether with PlayStation or Switch controllers, the Steam Controller, or as of 2022 the Steam Deck. They know what they're talking about. CS:GO quickly added powerful settings similar to Fortnite that I've been pushing to see in games for a while. And now, even as a bunch more games have added gyro controls by the end of the year, CS:GO is the only game I'm aware of with the same breadth of options as Fortnite for gyro gamers (although they each still offer a couple of options the other doesn't). But even without matching that breadth of advanced options, we're seeing standardised sensitivity settings across Fortnite, CS:GO, Deathloop, God of War Ragnarök, Call of Duty Warzone 2.0 / Modern Warfare II, and Severed Steel. The first four games in that list also have the same super simple steadying settings -- called "tightening", "precision zone", "precision threshold", or "reduce small motions", respectively, but all working the same way and unseen in games before 2022. We're also seeing nice standards for acceleration, with Fortnite and CS:GO offering the most customisability, but Deathloop and God of War Ragnarök giving enough control for players to get a nice balance of precision and range of movement. "Player space" gyro is a simple way to adapt as players hold their controller flat or upright without compromising on accuracy, and it featured in games for the first time this year, too -- in Fortnite, Deathloop, and Severed Steel. Severed Steel enabled gyro controls by default when players are holding the aim button, bravely offering the best new player defaults even if some seasoned stick players are going to go straight to the settings to turn it off. If you have good gyro controls, you'll want to teach your players to use them, of course. Because then your game is giving them distinctively good controls that most other games still don't offer! On the PlayStation blog, the dev of the excellent Neon White said [https://blog.playstation.com/2022/12/01/neon-white-is-coming-to-ps4-and-ps5-december-13/] "Neon White supports Gyroscope aiming using the DualSense controller, and I personally never play without it. Gyroscope aiming can take some getting used to, but it’s well worth it for an extra degree of fine-grained control when sniping demons from the start of a level." The game is fantastic, by the way, and well worth playing. I played through it on PS5. God of War Ragnarök has come up a few times now, but I do want to give it a special mention for having a standout gyro aiming implementation. While it was exciting to see Horizon Forbidden West launch with gyro aiming in February, it still has some glaring issues that make it feel clunkier than other gyro-aiming games. Ragnarök, by contrast, feels fantastic right out the gate. Its settings are simple but powerful, and it makes the whole game feel like it was designed to be played with gyro for your fine aiming. Ragnarök sets a high bar that I hope we can expect from future PlayStation Studios games. I've focused on PlayStation and PC platforms, but only because the gyro has historically been so underutilised there. I skipped the PS4 console entirely despite a large catalog of well-received exclusives, because I couldn't expect them to make proper use of the controller. Thumbsticks cannot match the mouse-like precision and versatility of gyro aiming. They just can't. But now, from 2022 alone, my PS5 library has more games than I have time for with robust gyro controls -- and they play much better for it. Call of Duty was the one that took me most by surprise. A gyro update in November coincided with the launch of Warzone 2.0. It stumbled out of the gate with some issues, but as of its December update it hits a basic standard that I wish we could expect from every shooter. Actually, every game that involves any aiming or cursor control at all. If it plays better with a mouse, it plays better with gyro. If you know what you're doing, it's relatively little code and very simple. Have a look for yourself [https://cohost.org/jibbsmart/post/394811-intro-and-how-to-m] -- this is where everyone exploring gyro controls should start. On Switch, gyro controls continue to be expected. Fortnite and House of the Dead: Remake raised the bar for what players can expect on Switch, though, and it was fantastic to get a new Splatoon game this year. The original Splatoon on the Wii U was probably the first to go all in on gyro / motion aiming, and now controls like these are expected in any game on Nintendo platforms. Splatoon 3 had a huge launch, setting absurd records in Japan in particular, and is a franchise in which the vast majority of players rely on gyro controls. More games are entering this space than I've had time to try. I'd love to know which ones stood out to you. Or who do you think will be next? Knowing what AAA dev cycles are like, I suspect Fortnite's gyro update early in the year can claim some responsibility for the splash of new gyro supporting games on PlayStation in the last quarter of the year. And these are big games! Deathloop, God of War, and Call of Duty will influence other games going into 2023, I'm sure of it. And that's why 2022 was the Year of the Gyro.

Jibb Smart on cohost