LD_DigiPen_talk

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Who is Zipper? Developers of the SOCOM: U.S. Navy SEALs franchise on PlayStation 2 Created Crimson Skies and Mechwarrior 3 on PC (remember that old platform?) Based in Redmond, Washington 150 Developers from around the world

Transcript of LD_DigiPen_talk

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Who is Zipper? Developers of the SOCOM:

U.S. Navy SEALs franchise on PlayStation 2

Created Crimson Skies and Mechwarrior 3 on PC (remember that old platform?)

Based in Redmond, Washington

150 Developers from around the world

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Who am I? Creative Director at Zipper Interactive Lead Designer on SOCOM: Fireteam Bravo

I & II of PSP Prior to Zipper, worked on Tom Clancy’s

Splinter Cell and the Harry Potter series A level and game designer for over a

decade The only one not looking at the camera in a

group shot with 150 people.

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“Old School” Level Design?

FINAL PRODUCT(APPLAUSE)

ART CODE DESIGN

LEVEL DESIGN

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What is level design really?

FINAL PRODUCT(APPLAUSE)

ART CODE DESIGN

LEVEL DESIGN

CREATING THE TOOLS

CRAFTING THE EXPERIENCE

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Modern Practices?

FINAL PRODUCT

ART

CODE

LEVEL DESIGN

LEVEL DESIGN

DESIGN

BRING ORDER TO CHAOS

Initi

al D

esig

n Polish

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Why the change?

Arms race of “Spectacle”

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Why the change?

Cost of development

Arms race of “Spectacle”

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Why the change?

Cost of development

Increased team sizes

Arms race of “Spectacle”

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Why the change?

Cost of development

Increased team sizes

Separation of specialities

Arms race of “Spectacle”

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Why the change?

Cost of development

Increased team sizes

Separation of specialities

Arms race of “Spectacle”

WELCOME TO

HOLLYWOOD

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Get me out of here!

Wait…it’s not all bad. Level designers may not be “Where the rubber hits the road” -- Tim Willits

as much, but they have several critical functions!

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Level designers must:

•Be the player’s advocate in the development process

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Level designers must:

•Be the player’s advocate in the development process

•Maintain that realism is not the end goal of a game (remember authantasy)

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Level designers must:

•Be the player’s advocate in the development process

•Maintain that realism is not the end goal of a game (remember authantasy)

•Be the one to combine mundane ingredients in creative ways

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Level designers must:

•Be the player’s advocate in the development process

•Maintain that realism is not the end goal of a game (remember authantasy)

•Be the one to combine mundane ingredients in creative ways

•Tell the story through interactivity – the heart of our medium

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The “lunch special” paradigm:

My dad’s opening premise for new clients:

• Done well• Done fast• Done cheap

… but they can only pick two

As a level designer, everyone seems like a client