bethesda's iterative level design process for skyrim and fallout 3
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The Iterative Level Design Process which helped us ship Fallout 3 & Skyrim (on time) Joel Burgess Senior Designer, Bethesda Game Studios
The Iterative Level Design Processwhich helped us shipFallout 3 & Skyrim(on time)
Joel BurgessSenior Designer, Bethesda Game Studios
ITERATION
Iteration in Game DevelopmentProgressive ImprovementWidely EmbracedProven
Iterative UI Design Study
J. Nielsen, 93
Iteration in Game DevelopmentProgressive ImprovementWidely EmbracedProvenMany Meanings
+30% Cloak on Kill-25 Max HP on userStealthier KillingCannot use Disguise KitHats.Everybody loves Hats+30% Cloak on Kill-25 Max HP on user
STRUCTURAL ITERATIONIteration in Level Design
STRUCTURAL ITERATIONIteration in Level Design
STRUCTURAL ITERATIONIteration in Level Design
QUALITATIVE ITERATION
PROCESS
The Importance of ProcessMake the game you Wantthe way you want to make it.Iteration is a Process ChoiceProcess itself can be iterated upon
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The Bethesda LD ProcessBegins w/Fallout 3New LD TeamExisting Tools/WorkflowIteration as Core Value
Parameters of our Situation:Massive amount of content (150+ Levels)
Parameters of our Situation:Massive amount of content (150+ Levels)Desire to Increase LD QualityKnown Scheduling Dates
Parameters of our Situation:Massive amount of content (150+ Levels)Desire to Increase LD QualityKnown Scheduling DatesKnown Inter-DependenciesLittle or no staff fluctuationDesire for Healthy Quality of Life
APPLYING ITERATION
$$$$$$
No Iteration What if?PROFITMAKE LEVEL
HAVEGREATIDEA
$$$$$$
Adding IterationPROFIT
MAKE LEVEL
HAVEGREATIDEA
VersionFour
VersionThreeBreaking Workflow Down
VersionTwo
Level AVer.1ConceptVer.2LayoutVer.3MarkupVer.4Polish
VersionFour
VersionThreeContinuous Iteration
VersionTwo
VersionOneLevel A
Level ALevel BLevel C
JanuaryFebruaryMarchSUNMONTUEWEDTHUFRISATSUNMONTUEWEDTHUFRISATSUNMONTUEWEDTHUFRISAT112345123452345678678910111267891011129101112131415131415161718191314151617181916171819202122202122232425262021222324252623242526272829272827282930313031
LEVEL ALEVEL BLEVEL C
VersionFour
VersionThreeContinuous vs Spaced Iteration
VersionTwo
Level AVer.1ConceptVer.2LayoutVer.3MarkupVer.4Polish
V4Lv.A
Continuous vs Spaced Iteration
V3 all otherlevels
V3Lv.A
V2 all otherlevels
V2Lv.A
V1 all otherlevels
V1Lv.A
JanuaryFebruaryMarchSUNMONTUEWEDTHUFRISATSUNMONTUEWEDTHUFRISATSUNMONTUEWEDTHUFRISAT112345123452345678678910111267891011129101112131415131415161718191314151617181916171819202122202122232425262021222324252623242526272829272827282930313031
n1st Pass n2nd Pass n3rd Pass n4th Pass
JanuarySUNMONTUEWEDTHUFRISAT12345678910111213141516171819202122232425262728293031
LEVEL ALEVEL BLEVEL CLEVEL A
Benefits of Spaced IterationKeep Fresh, Prevent BoredomIncrementally Work on Strong FoundationTime to Get, Assess, Incorporate FeedbackFocused Efforts per IterationCopes With Growth of the Project
Game Development is ChaosMany Moving PartsInterconnected DependenciesTiming & Context Matter
Inter-DependencyGreat Code + Great Art = Great LevelsGreat Code & Great Art Take Time
What can Level Designers do early on?
Early in the dev cycleLess to Work WithEverything is PossibleFocus can be DifficultLittle Known or Proven
Good Design is Difficult
Late in the Dev CycleLots to Work WithPossibilities NarrowerHigh Focus AttainableIdeas have been Proven or Failed
Best Stuff Happens Here
The Bethesda Level DesignerCore SkillsetLayout, Gameplay, Markup, Scripting, Performance
The Bethesda Level DesignerCore SkillsetLayout, Gameplay, Markup, Scripting, PerformanceAdditional ResponsibilitiesWriting, Systems, Prototyping, Tools, more...Split Focus Benefits:Personal Growth as a DeveloperMaximizes Productivity
Level Designer Role SplitBuilding LevelsOther DutiesEARLY DEVBuilding LevelsOther DutiesLATE DEV
Level Design Opportunity TimeBest Design Happens @ the EndIdentifying OpportunityContent Cram vs Opportunity Time
How do we create opportunity time?
THE PASSES
Iterative Passes = Laying Foundation
Bethesda LD PassesStructured, Iteration-Focused PassesProgressive FoundationTiming & Context
CONCEPT
Pass Zero: PlanningThe Game is just out of pre-production; almost nothing exists yet. A master list of levels has been generated and assigned.
Pass Zero: PlanningOne-Sheet Wiki PitchKeep It ShortFocus on One Unique ThingStory: Purpose, History, Current EventGenerate Asset Request List
What NOT to do on a passImportance of RestraintAvoid Needless WorkWhats Efficient NOW?
What not to do @ Pass ZeroNo Editor LayoutsNo Detailed Paper Maps
What not to do @ Pass ZeroNo Editor LayoutsNo Detailed Paper MapsNo Fluff Documentation
Time Passes
CONCEPTLAYOUT
Pass One: LayoutFull production is ramping up, but core mechanics are still missing. Level Design and Art have worked together to makeLevel kits available.
Pass One: LayoutBuild up a Complete LayoutBasic Rhythm and FlowLearning & Stress Testing the KitsIncidental WritingConnectivity & World Data
What not to do @ Pass OneNo OptimizationNo Navmesh or EncountersNo Lighting or ClutteringNo Kitbashing & Arthacks
Kitbashing & ArthacksDont Do This On Early PassesExpose Problems Dont Cover UpPutting Lipstick on the PigLast Resort? Different Story.
CONCEPTLAYOUTGAMEPLAY
Pass Two: GameplayCore Mechanics are taking shape, and the game is playable - even fun, under the correct circumstances. Primary enemy types and weapons are available, although unpolished.
Pass Two: GameplayEnemies, Patrols, Loot, ScenesNavmesh: AI Pathing SupportFirst Pass Revisions (if Applicable)Non-Combat Beats (Placeholder Okay)Early Optimization Bounds
Why Optimize Now?
What not to do @ Pass Two
What not to do @ Pass TwoDont Blow it all up and start overTempting! New art, new ideas, sick of it, etcDifferent, Not Better.No In-depth scripting or handlingProof-of-Concept functionalityMinimize pain of later changes
Gathering FeedbackAnecdotal feedbackGroup Critiques, Peer ReviewArtist & Lead NotesCompile, Collate, Look for TrendsReserve Reactions for Later
CONCEPTLAYOUTGAMEPLAYCOMPLETE
Pass Three: Content CompleteAlmost all gameplay systems are functional. The majority of non-unique art is complete. The Home Stretch is just within sight.
Pass Three: Content CompleteNothing Temp, Missing or Unaccounted For Detail & Refine GameplayReconcile w/Systems Design GoalsWork in Feedback Pairs
Every Third Pass is Different
What not to do @ Pass ThreeNo Detailed optimizationWait for final lighting/clutterDont Neglect Non-Golden Path
Okay, so a minor confessionWe dont really call it that.
The Ship With Shame PassComplete doesnt mean QualityCementing Confidence in the LevelConfidence it will get doneConfidence it will be goodOnward To Opportunity Time
When It Just Isnt WorkingRe-Design Not Taken LightlyRepurposing, Down-ScopingMulligan PassCutsStrike Teams
Short Push vs Death MarchShort, Self-Assigned Crunch
When It Just Isnt WorkingRe-Design Not Taken LightlyRepurposing, Down-ScopingMulligan PassCutsStrike TeamsCrunch
CONCEPTLAYOUTGAMEPLAYCOMPLETE
Bonus Pass: Lighting, FX, ClutterThe project focus is shifting to polish and optimization, and artists now have bandwidth to pitch in to help visually polish the levels weve created.
BEAUTY
Beauty PassesLighting, Clutter, Effects, SoundArtists Do this Better & Faster Level Designer is Mostly Hands-OffCommunicate Needs and Intent
What not to do @ Beauty PassesDont Disengage
CONCEPTLAYOUTGAMEPLAYCOMPLETEPOLISH
Final Pass: Polish, Polish, PolishThe Game is feature-complete and nearly done. Things will be finalized soon, and this is the time we have to polish and make sure everything is top quality by ship.
Final Pass: PolishIdentify Opportunities and ImproveRespond to Accumulated FeedbackReact to Late-Dev RealizationsLow-Hanging FruitIncorporate Final AssetsTest on Target PlatformsFinal Navmesh & Optimization
Another Confession Fourth Pass is Not Always Final Pass
GAMEPLAYCOMPLETEPOLISHPOLISHQualitative Iteration as PolishPLAYTESTREFINE
Structural IterationQualitative IterationCONCEPTLAYOUTGAMEPLAYCOMPLETEPOLISHPOLISHPOLISHPOLISHPOLISH
Structural IterationOPPORTUNITY TIMECONCEPTLAYOUTGAMEPLAYCOMPLETEPOLISHPOLISHPOLISHPOLISHPOLISH
PERSPECTIVE
Keep the Big Picture In SightPolish ParityNo Game Gets FinishedDo the Best You Can While You CanWork Healthy, Be HealthyMake Great Things - For A Long Time
Thanks!
[email protected] @JoelBurgessNielsen Group Iterative Design Study:http://www.nngroup.com/articles/iterative-design/Gunpoint Development Blog & Overviewhttp://www.pentadact.com/2013-10-15-gunpoint-development-breakdown/This Slide Deck will be made available onlinehttp://blog.joelburgess.com/p/design-talks.html