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Modular Sandbox Design: Tools and Workflows for Hitman Marinus Rørbech Senior Programmer, Io-Interactive
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Page 1: Modular Sandbox Design: Tools and Workflows for Hitmantwvideo01.ubm-us.net/o1/vault/gdceurope2015/Rorbech... · 59/68 New Concept: Work Scopes • Active brick • Selected by the

Modular SandboxDesign: Tools and Workflows for Hitman

Marinus RørbechSenior Programmer, Io-Interactive

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Who Am I?

• Marinus Rørbech

• Senior Programmer, Io-Interactive

• 8 years in the industry

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Agenda

• Motivation

• Introducing ”Bricks”

• Impact

• Wrap Up

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• Motivation

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Traditional level structure at IOI

• Scene

• Tree hierarchy of ”entities”• Geometry

• Logic from C++

• Logic from visual programming

• Hitman: Absolution

• 1 checkpoint = 1 scene ≈ 30.000 entities

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Traditional level design at IOI

• Defining entity logic

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Traditional level design at IOI

• Defining entity logic

• Entity references wire entities together

• Set property values

• Register event handlers

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Vision For Hitman

• Freedom of approach

• High-definition sandbox

• Many ways of completing a mission

• More load-out options

• Replayability

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Vision For Hitman

• Ever expanding

• New missions appear over time

• More than one mission in the same location

• Time-limited targets

• React to community

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Vision For Hitman

• Contracts mode

• Asynchronous multiplayer

• Players define their own missions• Mark target(s)

• Define intended murder weapon

• Planned escape route

• Etc.

• Increase player options

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Challenges

• Static level structure

• When a level is shipped, that’s how it is

• (Almost) no sharing of set-ups across missions

• Duplicated set-ups leading to repetitive work

• Other systems get abused for workarounds

• Download size

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• Introducing ”Bricks”

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• Scenes are split into parts

Introducing ”Bricks”

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• Scenes are split into parts

• 1 brick = 1 partial scene

• 1 scene = N bricks

Brick CBrick A Brick B

Introducing ”Bricks”

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• Scene is defined by a brick

Brick CBrick A Brick B

Introducing ”Bricks”

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• Scene is defined by a brick

• Brick references define which bricks are loaded

• Backwards compatibility

Brick CBrick A Brick B

Main Brick

Brick Dependencies

• Old scenes are bricks with no other references

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Brick Dependencies

Brick CBrick A Brick B

Main Brick

• Entity references

• Entities have unique ids

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Brick Dependencies

Brick CBrick A Brick B

Main Brick

• Entity references

• Entities have unique ids

• Ensure availability of target entities by adding brick references

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Brick CBrick A Brick B

Main Brick A

Sharing Bricks

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• Bricks can be referenced more than once

Brick C

Sharing Bricks

Main Brick B

Brick D

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• Changes to a brick affect all scenes that use it

Brick C

Main Brick A

Sharing Bricks

Main Brick B

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Sharing Bricks

• Use bricks as building blocks

• Reduces duplicated set-ups

• Reduces repetitive bug-fixing

• Find the right granularity

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Library bricks• Generic logic/content• Can be used in all missions

Agent 47 In-game menu Core elements

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Library bricks• Generic logic/content• Can be used in all missions

Location bricks• Basic environment geometry• Max. 1 per mission

Location

Agent 47 In-game menu Core elements

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Library bricks• Generic logic/content• Can be used in all missions

Location bricks• Basic environment geometry• Max. 1 per mission

Ambient bricks• Mission-agnostic set-ups• Location-specific

Agent 47 In-game menu Core elements

Location

NPCset-up

NPCset-up

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Library bricks• Generic logic/content• Can be used in all missions

Location bricks• Basic environment geometry• Max. 1 per mission

Ambient bricks• Mission-agnostic set-ups• Location-specific

Mission bricks• Mission-specific set-ups• Mission definition

Agent 47 In-game menu Core elements

Location

NPCset-up

Mission

NPCset-up

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Library bricks• Generic logic/content• Can be used in all missions

Location bricks• Basic environment geometry• Max. 1 per mission

Ambient bricks• Mission-agnostic set-ups• Location-specific

Mission bricks• Mission-specific set-ups• Mission definition

Agent 47 In-game menu Core elements

Location

NPCset-up

Mission Mission

NPCset-up

NPCset-up

Location

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Library bricks• Generic logic/content• Can be used in all missions

Location bricks• Basic environment geometry• Max. 1 per mission

Ambient bricks• Mission-agnostic set-ups• Location-specific

Mission bricks• Mission-specific set-ups• Mission definition

Agent 47 In-game menu Core elements

Location

NPCset-up

Mission Mission

NPCset-up

NPCset-up

Location

Mission

NPCset-up

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Library bricks• Generic logic/content• Can be used in all missions

Location bricks• Basic environment geometry• Max. 1 per mission

Ambient bricks• Mission-agnostic set-ups• Location-specific

Mission bricks• Mission-specific set-ups• Mission definition

Agent 47 In-game menu Core elements

Location

NPCset-up

Mission Mission

NPCset-up

NPCset-up

Location

Mission

NPCset-up

Mission

NPCset-up

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Location brick

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Location brick + ambient brick(s)

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This is really great... but....

• Tree hierarchy is important

• For humans

• For gameplay logic

• New requirement:

• Inject entities anywhere in the scene tree

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• Parent relations are similar to entity references

Extending a Tree Hierarchy

Brick CBrick A Brick B

Main Brick

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• Parent relations are similar to entity references

• Entities can refer to parents in other bricks

Extending a Tree Hierarchy

Brick CBrick A Brick B

Main Brick

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• Parent relations are similar to entity references

• Entities can refer to parents in other bricks

• Ensure availability of parents by adding brick references

Extending a Tree Hierarchy

Brick CBrick A Brick B

Main Brick

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Now we can almost use the brick system... but...

• Properties are too static

• New requirement:

• Override properties in other bricks

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Property Overrides

Brick CBrick A Brick B

Main Brick

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• Specify new value for target property

• Original brick is unchanged

Property Overrides

Brick CBrick A Brick B

Main Brick

Color = RedPos = (3, 1, 4)

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• Specify new value for target property

• Original brick is unchanged

Property Overrides

Brick CBrick A Brick B

Main Brick

• Ensure availability of target entity by adding brick references

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Location brick+ ambient brick(s)

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Location brick+ ambient brick(s)

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Location brick+ ambient brick(s)+ overriding brick

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NOW we can almost use the brick system... but...

• Scene tree is too static

• New requirement:

• Remove entities in other bricks

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Override Deletes

Brick CBrick A Brick B

Main Brick

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Override Deletes

• Specify entity to remove

• Implicitly removes children

• Original brick is unchanged

Brick CBrick A Brick B

Main Brick

Delete Delete

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• Specify entity to remove

• Implicitly removes children

• Original brick is unchanged

Override Deletes

Brick CBrick A Brick B

Main Brick

• Ensure availability of entities to remove by adding brick references

Delete Delete

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Location brick

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Location brick

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Location brick + deleting brick

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Dynamic Brick Configurations

• Dynamically change existing set-ups

• Toggled by players

• User-configurable missions (Contracts)

• Toggled from a server

• Seasonal content

• Time-limited mission goals

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Dynamic Brick Configurations

Agent 47 In-game menu Core elements

Mission

NPCset-up

Location

NPCset-up

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Dynamic Brick Configurations

Agent 47 In-game menu Core elements

Mission

NPCset-up

Location

NPCset-up

Tweak NPC behavior

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Dynamic Brick Configurations

Agent 47 In-game menu Core elements

Mission

NPCset-up

Location

NPCset-up

Christmas decoration

Tweak NPC behavior

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Overview

• Impact

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Implementation plan

• 1-2 level designers start using bricks

• Get experience with tools and workflow

• Discover missing tools and features

• Iron out introductory hiccups

• Full team roll-out

• Embraced by entire team

• Brick tool engineers are heroes

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Basic Brick Management

• New view: Brick View

• Create new bricks

• Load/unload existing bricks

• Navigate brick references

• Manage brick references• Manual process: connection by

design – not chance

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Basic Brick Management

• Brick references define a graph

• Navigating a graph using lists view is hard

• New view: Brick Graph

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New Concept: Work Scopes

• Active brick• Selected by the user

• New entities, property overrides and override deletes are added to the active brick

• Reachable bricks• Bricks with direct reference from the active brick

• Entities in reachable bricks can referenced

• Cannot be edited

• Unreachable bricks• Bricks with no direct reference from the active brick

• Entities in these brick cannot be referenced

• Cannot be edited

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Updated View: Scene Tree

• Reflecting work scopes

• Active brick selection

• Entities in active brick• Original style

• Reachable entities• Light gray background

• Unreachable entities• Dark gray background

• Gray scaled icons

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Updated View: Scene Tree

• Reflecting override deletes

• Directly deleted entities

• Implicitely deleted children

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Centralized constraint system

• All operations constrainted wrt. work scope

• Move entities between bricks....

• ...uh oh... disable constraints, please

• New view: Scene Issues

• Issues related to bricks (”What did I break”)

• Bonus: Can show misc. legacy issues

• Automatic bulk fixing of issues

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Effects on Production

• Challenges

• Cultural change in the way levels are made

• Added complexity to level design

• Harder to get an overview

• Initial level construction is slower

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Effects on Production

• Benefits

• Production speed improves as the brick toolbox grows

• Making level-variations is much faster

• Prototyping is easier

• Allows for set-ups that were not possible before

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Overview

• Wrap Up

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Credits

• Tobias Sicheritz, Mi’pu’mi Games

• Kasper Fauerby

• Søren Seeberg

• Torbjørn V. Christensen

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Q&A

?


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