BioWares Game Developer Conference 2009 Corey Andruko Project Manager Mass Effect 2 Dusty Everman Lead Level Designer Mass Effect 2 MASS EFFECT 2 Level Design To maximize the value of level iterations ID: 242717
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Slide1
The Iterative Level Design Process for BioWare’s
Game Developer Conference 2009
Corey Andruko – Project Manager, Mass Effect 2
Dusty
Everman – Lead Level Designer, Mass Effect 2Slide2
MASS EFFECT2: Level Design
To maximize the value of level iterations:
Do only the work that answers the right questions in the right order.Your workflow should follow the questions you are answering.Slide3
Agenda
Level Design on MASS EFFECT (ME)
Review process, assess problems, identify sourceTheory – MASS EFFECT 2 Level Design
Examine
the phases &
the questions they answer
Application – How is it going?
How are we implementing it (Agile, Lean)
What’s working well (and what’s not)
Conclusion
Q&ASlide4
ME1: Level Creation Teams
Writersplots, dialog, journals, codexLevel Artists
layout, static mesh, texturing, lightingCinematic Animatorsanimator cutscenes
Cinematic Designers
cinematic dialogs, designer
cutscenes
Technical Designers
scripting, integration of level contentSlide5
ME1: Level Creation
Plots
(Writer)
2D Map
(Writer/
Level Artist)
Block Level
(Level Artist)
Level
Art
(Level Artist)
Combats,
Plots
(Tech Design)
Performance
Optimized
(Everyone)
Dialogs
(Writers/
Cine Design)
Cutscenes
(Cine
Anim
)Slide6
ME1: Level Creation Problems
“Silo Mentality”: Focus on disciplines, not levelsDeliverables not always judged in game
Assumes pieces will just fit togetherIterations within one silo have hidden costs in other silosNarrative changes affect geometryGeometry changes affect scripting
Scripting changes affect
cinematics
Etc.
A rippling “rework” effect occurs.
.Slide7
ME1: Level Creation Problems
Impact of Silo MentalityCostly and unplanned iterations
Cross department communication discouragedLevels rarely playableDifficult to try new game mechanics or creatures
QA testing hindered
Content isn’t reviewed until late in the process
Cut content (e.g.
Caleston
)
Intractable performance issuesSlide8
ME2: The Phased Level Creation Approach
Purpose: Get answers to critical questions early, and
only do the work that is required to get those answersBasic Premise:
Always playable
Always a foundationSlide9
ME2: Level Creation Phases
Narrative OverviewNarrative PlayableWhite BoxOrange Box
HardeningFinalingSlide10
ME2: Level Creation Phases
Phase 0: Narrative OverviewWhat is the story? Deliverable: DocumentationNarrative
Characters2-D LayoutArt ThemesCutscene Descriptions
Level Event DescriptionSlide11
ME2: Level Creation Phases
Phase 1: Narrative PlayableIs the pacing and spacing good? Deliverable: First PlayableBox Level
GeometryConcept ArtPlaceholder Set Pieces“Box Level” Dialogs
Pop-up
Cutscenes
Pop-up Level Events
Prototyped Level MechanicsSlide12
ME2: Level Creation Phases
Phase 2: White BoxCan you see the fun? Deliverable: Representative CollisionBox Level Geometry
-> First Pass Static MeshFirst Pass DialogBronze Combats, Basic Cover PlacementAnimatic
Cutscenes
Crude Level Events
Placeholder Music
Treasure Placement
Auto SavesSlide13
ME2: Level Creation Phases
Phase 3: Orange BoxIs it fun? Deliverable: Actual CollisionUntextured
Static MeshDialog Ready for VODialogs Cinematically Blocked OutSilver Combats, Full Cover Placement
Basic
MoCap
Cutscenes
First-Pass Level EventsSlide14
ME2: Level Creation Phases
Phase 4: HardeningCould this be shipped? Deliverable: “Finished” LevelTextured and Lit Level Art
VO’d DialogFirst-Pass Cinematic Dialog DesignSmooth Motion
Cutscenes
Actual Music and Audio
Finished Level EventsSlide15
ME2: Level Creation Phases
Phase 5: FinalingCan you feel the awesome? Deliverable: Final Level
Everything tweaked, balanced, and polished.Slide16
ME2: Level Creation Phases
<Combat Video illustrating phases 1 to 4><Dialog and Cutscene
Video illustrating phases 1 to 4 >Slide17
ME2 Level Creation: Our Production Process
What we borrow from Lean Manufacturing:Focus on the elimination of wasteMuda: “waste”
Muri: “overburden”Mura: “variation”Kaizen (wisdom through learning/schooling)Continuous improvement planSlide18
ME2 Level Creation: Our Production Process
Agile & ScrumReleases & Sprints
Goals & PlanningTeam Size & CompositionProduct Owner & ReviewsSlide19
ME2 Level Creation: What Works
Pairing Level Art & Design
Co-locating Teams
Time-boxing
Going deep with some levelsSlide20
ME2 Level Creation: What Works
Proving out content and systems in-game
Evaluating levels in sections (as necessary)
Being agile with your Agile process
Stopping to assess the big pictureSlide21
ME2: Level Creation Pitfalls
Missing a step can hurt
“Special Snowflakes” - every level wants to be one
Level teams getting too big
Creatures need to be “representative” and completed earlySlide22
ME2 Level Creation: Conclusion
ReflectionWould this have worked on ME1?Message
Do only the work that answers the right questions in the right order.Slide23
Questions?
Corey Andruko – corey@bioware.com
Dusty Everman –
dusty@bioware.com