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Page 1: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.
Page 2: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Please Note

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Please download these presentations and enjoy them in MS PowerPoint locally.

Thanks!

Page 3: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Production

The thrilling world of workflow

Page 4: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

When is production?

When you’ve got: A plan/GDD A budget A prototype/VS A timeline Tools Fun!

Page 5: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Level Design

Page 6: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Workflow/Pipeline

Image courtesy of rickz

Page 7: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Why Bother?

Who wants red tape? Save time Avoid frustration Control iteration Manage budget Avoid crunch, delays

Page 8: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

The Frontlines Pipeline

Page 9: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

The Handoff

Page 10: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

The phases

Phase 0: it exists Phase 1: it’s got stuff in it Phase 2: even more stuff! Phase 3: The GM says it’s done Not all bad: as a designer, it’s kind

of fun!

Page 11: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Why did it happen?

Page 12: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Our current process

Page 13: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Stages

Contain steps Time boxed Clear deliverables Approvers Responsibilities

Page 14: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

What is locked?

Page 15: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

The Process

Research & Concept Blockout & test Iteration & Vetting Refinement & Playtesting Optimization, Art content, bug

fixing

Page 16: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

A less crazy document

Page 17: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

How’s it going?

- Time estimates off + collaboration improved + No cut maps

Page 18: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Key Ingredients

Unambiguous goals Defined stages Established approvers “The courage to be clear” It’s not about feelings

Page 19: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Single player process

Image courtesy of max_westby

Page 20: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Process breakdown

Page 21: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

The Swarm

Page 22: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Positives

Focus Team work Coherency Specialization

Page 23: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

How do we do it?

Unreal – architected for sharing

Page 24: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Submaps

Page 25: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

The tangled web

Page 26: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Map Lead

Produces known-good builds Insures seamless linking between

sections Handles save/load issues

Page 27: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Drawbacks

Loss of mission ownership Technically challenging

Page 28: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Will it work for you?

Does it fit your game? Can your tools support it? Will it work for the developers?

Page 29: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

How’s about Fallout 3?

Take it Joel

Page 30: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

55 Ayleid Ruins 57 Imperial Forts 24 Mines 09 Sewers 19 Oblivion Realms 91 Caves .255 Dungeons

What Came Before?What Came Before?

Oblivion Oblivion Staff Staff

1 Dungeon Art Lead4 Dungeon Artists3 Level Designers (late)8 Busy Individuals

OblivionOblivionDungeonsDungeons

Page 31: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

How do 8 people build How do 8 people build 255 dungeons/levels?255 dungeons/levels?

Build Kits in 3ds Max

Clutter/Light/FX “Warehouse”

Layout & Populate

Ship it!*

*Some exceptions may apply•Major Locations Got More Love

Page 32: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

13 Metro Tunnels 12 DC Neighborhoods 26 Office Buildings 06 Vaults 15 Other 8 Caves 68 “Z” Cells .148 LD Locations

What Now?What Now?

Fallout3Fallout3Staff Staff

6 Level Designers (peak)4 Environment Artists

Fallout 3 Fallout 3 SpacesSpaces

Page 33: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

Fallout 3 LD WorkflowFallout 3 LD WorkflowIterative Passes, Formal Collaboration

Pass 1: Basic LayoutPass 2: Refine, Populate, ScriptArt Pass: Lighting, Detail ClutterPass 3: Polish for ShipPass 4: Bonus Polish Time

•1-5 Days per pass, depending on Size•Passes Scheduled to match dependency•Shared ownership, one party accountable

Page 34: GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.

In Conclusion

Production is hard Develop a pipeline Communicate concrete goals Stay flexible


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