GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest...

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Please note: There is a ton of good information in the notes sections of these presentations. Please download locally and view in PowerPoint to experience all the juicy details.In this intense day-long tutorial, attendees will gain deep insights from some of the most experienced level designers in the industry into every aspect of the level design process, from basic navigation and object manipulation tips and tricks to best practices for encounter design and level flow. As the development discipline responsible for crafting the vastly important moment-to-moment player experience, a deep understanding of core level design principles becomes essential for level designers, game designers and design managers alike. Likewise, an intimate familiarity with the level creation process can be a massive advantage to producers, testers or artists in frequent collaboration with level designers. This year’s session will focus on the Unreal Engine, while subsequent years will focus on Source, Quake, and other popular engines.

Transcript of GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest...

Please Note

There is a ton of useful information in the notes of these presentations.

Please download these presentations and enjoy them in MS PowerPoint locally.

Thanks!

Production

The thrilling world of workflow

When is production?

When you’ve got: A plan/GDD A budget A prototype/VS A timeline Tools Fun!

Level Design

Workflow/Pipeline

Image courtesy of rickz

Why Bother?

Who wants red tape? Save time Avoid frustration Control iteration Manage budget Avoid crunch, delays

The Frontlines Pipeline

The Handoff

The phases

Phase 0: it exists Phase 1: it’s got stuff in it Phase 2: even more stuff! Phase 3: The GM says it’s done Not all bad: as a designer, it’s kind

of fun!

Why did it happen?

Our current process

Stages

Contain steps Time boxed Clear deliverables Approvers Responsibilities

What is locked?

The Process

Research & Concept Blockout & test Iteration & Vetting Refinement & Playtesting Optimization, Art content, bug

fixing

A less crazy document

How’s it going?

- Time estimates off + collaboration improved + No cut maps

Key Ingredients

Unambiguous goals Defined stages Established approvers “The courage to be clear” It’s not about feelings

Single player process

Image courtesy of max_westby

Process breakdown

The Swarm

Positives

Focus Team work Coherency Specialization

How do we do it?

Unreal – architected for sharing

Submaps

The tangled web

Map Lead

Produces known-good builds Insures seamless linking between

sections Handles save/load issues

Drawbacks

Loss of mission ownership Technically challenging

Will it work for you?

Does it fit your game? Can your tools support it? Will it work for the developers?

How’s about Fallout 3?

Take it Joel

55 Ayleid Ruins 57 Imperial Forts 24 Mines 09 Sewers 19 Oblivion Realms 91 Caves .255 Dungeons

What Came Before?What Came Before?

Oblivion Oblivion Staff Staff

1 Dungeon Art Lead4 Dungeon Artists3 Level Designers (late)8 Busy Individuals

OblivionOblivionDungeonsDungeons

How do 8 people build How do 8 people build 255 dungeons/levels?255 dungeons/levels?

Build Kits in 3ds Max

Clutter/Light/FX “Warehouse”

Layout & Populate

Ship it!*

*Some exceptions may apply•Major Locations Got More Love

13 Metro Tunnels 12 DC Neighborhoods 26 Office Buildings 06 Vaults 15 Other 8 Caves 68 “Z” Cells .148 LD Locations

What Now?What Now?

Fallout3Fallout3Staff Staff

6 Level Designers (peak)4 Environment Artists

Fallout 3 Fallout 3 SpacesSpaces

Fallout 3 LD WorkflowFallout 3 LD WorkflowIterative Passes, Formal Collaboration

Pass 1: Basic LayoutPass 2: Refine, Populate, ScriptArt Pass: Lighting, Detail ClutterPass 3: Polish for ShipPass 4: Bonus Polish Time

•1-5 Days per pass, depending on Size•Passes Scheduled to match dependency•Shared ownership, one party accountable

In Conclusion

Production is hard Develop a pipeline Communicate concrete goals Stay flexible

Contact

forrest.dowling@kaosstudios.com @stuckbug