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The Iterative Level Design Process for BioWare’s

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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 2. MASS EFFECT 2: Level Design. To maximize the value of level iterations: - PowerPoint PPT Presentation
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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 2
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Page 1: The Iterative Level Design Process for  BioWare’s

The Iterative Level Design Process for

BioWare’s

Game Developer Conference 2009

Corey Andruko – Project Manager, Mass Effect 2Dusty Everman – Lead Level Designer, Mass Effect 2

Page 2: The Iterative Level Design Process for  BioWare’s

MASS EFFECT2: Level Design

To maximize the value of level iterations:

oDo only the work that answers the right questions in the right order.

oYour workflow should follow the questions you are answering.

Page 3: The Iterative Level Design Process for  BioWare’s

AgendaI. Level Design on MASS EFFECT (ME)

• Review process, assess problems, identify source

II. Theory – MASS EFFECT 2 Level Design• Examine the phases & the questions they answer

III. Application – How is it going?• How are we implementing it (Agile, Lean)• What’s working well (and what’s not)

IV. ConclusionV. Q&A

Page 4: The Iterative Level Design Process for  BioWare’s

ME1: Level Creation Teams• Writers

• plots, dialog, journals, codex• Level Artists

• layout, static mesh, texturing, lighting• Cinematic Animators

• animator cutscenes• Cinematic Designers

• cinematic dialogs, designer cutscenes• Technical Designers

• scripting, integration of level content

Page 5: The Iterative Level Design Process for  BioWare’s

ME1: Level CreationPlots

(Writer)

2D Map(Writer/

Level Artist) Block Level(Level Artist)

LevelArt

(Level Artist)

Combats,Plots

(Tech Design)

Performance Optimized(Everyone)

Dialogs(Writers/

Cine Design)Cutscenes (Cine Anim)

Page 6: The Iterative Level Design Process for  BioWare’s

ME1: Level Creation Problems

• “Silo Mentality”: Focus on disciplines, not levels• Deliverables not always judged in game• Assumes pieces will just fit together

• Iterations within one silo have hidden costs in other silos• Narrative changes affect geometry• Geometry changes affect scripting• Scripting changes affect cinematics• Etc.

• A rippling “rework” effect occurs.• .

Page 7: The Iterative Level Design Process for  BioWare’s

ME1: Level Creation Problems

• Impact of Silo Mentality• Costly and unplanned iterations• Cross department communication discouraged• Levels rarely playable

o Difficult to try new game mechanics or creatureso QA testing hinderedo Content isn’t reviewed until late in the process

• Cut content (e.g. Caleston)• Intractable performance issues

Page 8: The Iterative Level Design Process for  BioWare’s

ME2: The Phased Level Creation Approach

• Purpose: Get answers to critical questions early, and only do the work that is required to get those answers

Basic Premise: o Always playable o Always a foundation

Page 9: The Iterative Level Design Process for  BioWare’s

ME2: Level Creation Phases

• Narrative Overview• Narrative Playable• White Box• Orange Box• Hardening• Finaling

Page 10: The Iterative Level Design Process for  BioWare’s

ME2: Level Creation Phases

• Phase 0: Narrative Overview• What is the story?• Deliverable: Documentation

o Narrativeo Characterso 2-D Layouto Art Themeso Cutscene Descriptionso Level Event Description

Page 11: The Iterative Level Design Process for  BioWare’s

ME2: Level Creation Phases

• Phase 1: Narrative Playable• Is the pacing and spacing good?• Deliverable: First Playable

o Box Level Geometryo Concept Arto Placeholder Set Pieceso “Box Level” Dialogso Pop-up Cutsceneso Pop-up Level Eventso Prototyped Level Mechanics

Page 12: The Iterative Level Design Process for  BioWare’s

ME2: Level Creation Phases

• Phase 2: White Box• Can you see the fun?• Deliverable: Representative Collision

o Box Level Geometry -> First Pass Static Mesho First Pass Dialogo Bronze Combats, Basic Cover Placemento Animatic Cutsceneso Crude Level Eventso Placeholder Musico Treasure Placemento Auto Saves

Page 13: The Iterative Level Design Process for  BioWare’s

ME2: Level Creation Phases

• Phase 3: Orange Box• Is it fun?• Deliverable: Actual Collision

o Untextured Static Mesho Dialog Ready for VOo Dialogs Cinematically Blocked Outo Silver Combats, Full Cover Placemento Basic MoCap Cutsceneso First-Pass Level Events

Page 14: The Iterative Level Design Process for  BioWare’s

ME2: Level Creation Phases

• Phase 4: Hardening• Could this be shipped?• Deliverable: “Finished” Level

o Textured and Lit Level Arto VO’d Dialogo First-Pass Cinematic Dialog Designo Smooth Motion Cutsceneso Actual Music and Audioo Finished Level Events

Page 15: The Iterative Level Design Process for  BioWare’s

ME2: Level Creation Phases

• Phase 5: Finaling• Can you feel the awesome?• Deliverable: Final Level

o Everything tweaked, balanced, and polished.

Page 16: The Iterative Level Design Process for  BioWare’s

ME2: Level Creation Phases

• <Combat Video illustrating phases 1 to 4>

• <Dialog and Cutscene Video illustrating phases 1 to 4 >

Page 17: The Iterative Level Design Process for  BioWare’s

ME2 Level Creation: Our Production Process

What we borrow from Lean Manufacturing:• Focus on the elimination of waste

oMuda: “waste”oMuri: “overburden”oMura: “variation”

Kaizen (wisdom through learning/schooling)• Continuous improvement plan

Page 18: The Iterative Level Design Process for  BioWare’s

ME2 Level Creation: Our Production Process

Agile & Scrum

• Releases & Sprints

• Goals & Planning

• Team Size & Composition

• Product Owner & Reviews

Page 19: The Iterative Level Design Process for  BioWare’s

ME2 Level Creation: What Works

• Pairing Level Art & Design

• Co-locating Teams

• Time-boxing

• Going deep with some levels

Page 20: The Iterative Level Design Process for  BioWare’s

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 picture

Page 21: The Iterative Level Design Process for  BioWare’s

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 early

Page 22: The Iterative Level Design Process for  BioWare’s

ME2 Level Creation: Conclusion

Reflection• Would this have worked on ME1?

Message• Do only the work that answers the right

questions in the right order.

Page 23: The Iterative Level Design Process for  BioWare’s

Questions?

Corey Andruko – [email protected]

Dusty Everman – [email protected]


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