GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

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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

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!

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