gdc 2010 - level design in a day part 4. cover object placement & multiplayer level balancing:...
Post on 21-Oct-2014
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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
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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!
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Monkeys ate my brainCover and Object Placement
&
Multiplayer Level Balancing
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Cover
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Cover
Protection
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Cover
Protection
Concealment
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Movement times
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Movement timesCombat distances
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Movement timesCombat distancesSightlines
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3rd person cover
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The only constant is change
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Crates!
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http://www.oldmanmurray.com/features/39.html
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Simplest shape to render that is gameplay effective
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Simplest shape to render that is gameplay effective
Modular: scaleable/stackable
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Simplest shape to render that is gameplay effective
Modular: scaleable/stackable Solid base
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Simplest shape to render that is gameplay effective
Modular: scaleable/stackable Solid base Works effectively with cover and AI
systems
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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
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Object Placement
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Object Placement
Dynamics physics objects
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Object Placement
Dynamics physics objects
Destructibility
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Object Placement
Dynamics physics objects
Destructibility
Damage inflicting destructibles
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Dynamic physics objects
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Destructibility
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Multiplayer Level Design in Red Faction Guerrilla
Luke Schneider
Friday, 4:30pm — 5:30pm
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Damage inflicting destructibles
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Elemental systems
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Practical Techniques for Implementing Emergent Gameplay,
Randy Smith and Harvey Smith
Orthagonal Unit Differentiation, Harvey Smith
www.witchboy.net
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Multiplayer Level Balancing
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Multiplayer Level Balancing
Symmetrical Layouts
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Multiplayer Level Balancing
Symmetrical Layouts
Asymmetrical Layouts
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Multiplayer Level Balancing
Symmetrical Layouts
Asymmetrical Layouts
Balancing Methods
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Symmetrical Layouts
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Symmetrical Layouts
Inherently balanced
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Symmetrical Layouts
Inherently balanced
But... Boring!
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“The Dark Zone”DM6
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Asymmetrical Layouts
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Asymmetrical Layouts
Inherently unbalanced
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Asymmetrical Layouts
Inherently unbalanced
Overall movement times
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Asymmetrical Layouts
Inherently unbalanced
Overall movement times
Objectives
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Asymmetrical Layouts
Inherently unbalanced
Overall movement times
Objectives
Asymmetrical game design
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DE_Dust
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www.johnsto.co.uk/design
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Asymmetrical Multiplayer Design
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Balancing Methods
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Balancing Methods
Playtests
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Balancing Methods
Playtests
Stats
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Playtests
Valve's Approach to Playtesting,Mike Ambinder, PhD
www.valvesoftware.com/publications/2009
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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
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Thanks for listening, the floor is open for questions!