gdc 2010 - level design in a day part 4. cover object placement & multiplayer level balancing:...
Post on 21-Oct-2014
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DESCRIPTION
Please note: There is a ton of good information in the notes sections of these presentations. Please download locally and view in PowerPoint to experience all the juicy details.In this intense day-long tutorial, attendees will gain deep insights from some of the most experienced level designers in the industry into every aspect of the level design process, from basic navigation and object manipulation tips and tricks to best practices for encounter design and level flow. As the development discipline responsible for crafting the vastly important moment-to-moment player experience, a deep understanding of core level design principles becomes essential for level designers, game designers and design managers alike. Likewise, an intimate familiarity with the level creation process can be a massive advantage to producers, testers or artists in frequent collaboration with level designers. This year’s session will focus on the Unreal Engine, while subsequent years will focus on Source, Quake, and other popular engines.TRANSCRIPT
Please Note
There is a ton of useful information in the notes of these presentations.
Please download these presentations and enjoy them in MS PowerPoint locally.
Thanks!
Monkeys ate my brainCover and Object Placement
&
Multiplayer Level Balancing
Cover
Cover
Protection
Cover
Protection
Concealment
Movement times
Movement timesCombat distances
Movement timesCombat distancesSightlines
3rd person cover
The only constant is change
Crates!
http://www.oldmanmurray.com/features/39.html
Simplest shape to render that is gameplay effective
Simplest shape to render that is gameplay effective
Modular: scaleable/stackable
Simplest shape to render that is gameplay effective
Modular: scaleable/stackable Solid base
Simplest shape to render that is gameplay effective
Modular: scaleable/stackable Solid base Works effectively with cover and AI
systems
Simplest shape to render that is gameplay effective
Modular: scaleable/stackable Solid base Works effectively with cover and AI
systems Close proximity of visual
representation to collision
Object Placement
Object Placement
Dynamics physics objects
Object Placement
Dynamics physics objects
Destructibility
Object Placement
Dynamics physics objects
Destructibility
Damage inflicting destructibles
Dynamic physics objects
Destructibility
Multiplayer Level Design in Red Faction Guerrilla
Luke Schneider
Friday, 4:30pm — 5:30pm
Damage inflicting destructibles
Elemental systems
Practical Techniques for Implementing Emergent Gameplay,
Randy Smith and Harvey Smith
Orthagonal Unit Differentiation, Harvey Smith
www.witchboy.net
Multiplayer Level Balancing
Multiplayer Level Balancing
Symmetrical Layouts
Multiplayer Level Balancing
Symmetrical Layouts
Asymmetrical Layouts
Multiplayer Level Balancing
Symmetrical Layouts
Asymmetrical Layouts
Balancing Methods
Symmetrical Layouts
Symmetrical Layouts
Inherently balanced
Symmetrical Layouts
Inherently balanced
But... Boring!
“The Dark Zone”DM6
Asymmetrical Layouts
Asymmetrical Layouts
Inherently unbalanced
Asymmetrical Layouts
Inherently unbalanced
Overall movement times
Asymmetrical Layouts
Inherently unbalanced
Overall movement times
Objectives
Asymmetrical Layouts
Inherently unbalanced
Overall movement times
Objectives
Asymmetrical game design
DE_Dust
www.johnsto.co.uk/design
Asymmetrical Multiplayer Design
Balancing Methods
Balancing Methods
Playtests
Balancing Methods
Playtests
Stats
Playtests
Valve's Approach to Playtesting,Mike Ambinder, PhD
www.valvesoftware.com/publications/2009
Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7
Seconds for Halo 3Jaime Griesemer
Thursday, 1:30pm — 2:30pm
Thanks for listening, the floor is open for questions!