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The Iterative Level Design Process for BioWare’s Game Developer Conference 2009 Corey Andruko – Project Manager, Mass Effect 2 Dusty Everman – Lead Level.

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Presentation on theme: "The Iterative Level Design Process for BioWare’s Game Developer Conference 2009 Corey Andruko – Project Manager, Mass Effect 2 Dusty Everman – Lead Level."— Presentation transcript:

1 The Iterative Level Design Process for BioWare’s Game Developer Conference 2009 Corey Andruko – Project Manager, Mass Effect 2 Dusty Everman – Lead Level Designer, Mass Effect 2

2 MASS EFFECT2: Level Design To maximize the value of level iterations: o Do only the work that answers the right questions in the right order. o Your workflow should follow the questions you are answering.

3 Agenda I.Level Design on MASS EFFECT (ME) Review process, assess problems, identify source II.Theory – MASS EFFECT 2 Level Design Examine the phases & the questions they answer III.Application – How is it going? How are we implementing it (Agile, Lean) What’s working well (and what’s not) IV.Conclusion V.Q&A

4 ME1: Level Creation Teams Writers plots, dialog, journals, codex Level Artists layout, static mesh, texturing, lighting Cinematic Animators animator cutscenes Cinematic Designers cinematic dialogs, designer cutscenes Technical Designers scripting, integration of level content

5 ME1: Level Creation Plots (Writer) 2D Map (Writer/ Level Artist) Block Level (Level Artist) Level Art (Level Artist) Combats, Plots (Tech Design) Performance Optimized (Everyone) Dialogs (Writers/ Cine Design) Cutscenes (Cine Anim)

6 ME1: Level Creation Problems “Silo Mentality”: Focus on disciplines, not levels Deliverables not always judged in game Assumes pieces will just fit together Iterations within one silo have hidden costs in other silos Narrative changes affect geometry Geometry changes affect scripting Scripting changes affect cinematics Etc. A rippling “rework” effect occurs..

7 ME1: Level Creation Problems Impact of Silo Mentality Costly and unplanned iterations Cross department communication discouraged Levels rarely playable o Difficult to try new game mechanics or creatures o QA testing hindered o Content isn’t reviewed until late in the process Cut content (e.g. Caleston) Intractable performance issues

8 ME2: The Phased Level Creation Approach Purpose: Get answers to critical questions early, and only do the work that is required to get those answers Basic Premise: o Always playable o Always a foundation

9 ME2: Level Creation Phases Narrative Overview Narrative Playable White Box Orange Box Hardening Finaling

10 ME2: Level Creation Phases Phase 0: Narrative Overview What is the story? Deliverable: Documentation o Narrative o Characters o 2-D Layout o Art Themes o Cutscene Descriptions o Level Event Description

11 ME2: Level Creation Phases Phase 1: Narrative Playable Is the pacing and spacing good? Deliverable: First Playable o Box Level Geometry o Concept Art o Placeholder Set Pieces o “Box Level” Dialogs o Pop-up Cutscenes o Pop-up Level Events o Prototyped Level Mechanics

12 ME2: Level Creation Phases Phase 2: White Box Can you see the fun? Deliverable: Representative Collision o Box Level Geometry -> First Pass Static Mesh o First Pass Dialog o Bronze Combats, Basic Cover Placement o Animatic Cutscenes o Crude Level Events o Placeholder Music o Treasure Placement o Auto Saves

13 ME2: Level Creation Phases Phase 3: Orange Box Is it fun? Deliverable: Actual Collision o Untextured Static Mesh o Dialog Ready for VO o Dialogs Cinematically Blocked Out o Silver Combats, Full Cover Placement o Basic MoCap Cutscenes o First-Pass Level Events

14 ME2: Level Creation Phases Phase 4: Hardening Could this be shipped? Deliverable: “Finished” Level o Textured and Lit Level Art o VO’d Dialog o First-Pass Cinematic Dialog Design o Smooth Motion Cutscenes o Actual Music and Audio o Finished Level Events

15 ME2: Level Creation Phases Phase 5: Finaling Can you feel the awesome? Deliverable: Final Level o Everything tweaked, balanced, and polished.

16 ME2: Level Creation Phases

17 ME2 Level Creation: Our Production Process What we borrow from Lean Manufacturing: Focus on the elimination of waste o Muda: “waste” o Muri: “overburden” o Mura: “variation” Kaizen (wisdom through learning/schooling) Continuous improvement plan

18 ME2 Level Creation: Our Production Process Agile & Scrum Releases & Sprints Goals & Planning Team Size & Composition Product Owner & Reviews

19 ME2 Level Creation: What Works Pairing Level Art & Design Co-locating Teams Time-boxing Going deep with some levels

20 ME2 Level Creation: What Works Proving out content and systems in-game Evaluating levels in sections (as necessary) Being agile with your Agile process Stopping to assess the big picture

21 ME2: Level Creation Pitfalls Missing a step can hurt “Special Snowflakes” - every level wants to be one Level teams getting too big Creatures need to be “representative” and completed early

22 ME2 Level Creation: Conclusion Reflection Would this have worked on ME1? Message Do only the work that answers the right questions in the right order.

23 Questions? Corey Andruko – corey@bioware.com Dusty Everman – dusty@bioware.com


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