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The Iterative Level Design Process for The Iterative Level Design Process for

The Iterative Level Design Process for - PowerPoint Presentation

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The Iterative Level Design Process for - PPT Presentation

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

creation level phases me2 level creation me2 phases design amp cutscenes box dialog questions deliverable phase process narrative me1 mass effect playable

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Presentation Transcript

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