GDC 2010 - Level Design in a Day Part 1. Preproduction: Ed Byrne, Creative Director, Zipper...
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Transcript of GDC 2010 - Level Design in a Day Part 1. Preproduction: Ed Byrne, Creative Director, Zipper...
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Level Design Pre-Production
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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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Who am I?
Ed Byrne 12 Years as a game designer Splinter Cell, Harry Potter, SOCOM
and MAG Wrote a book on level design [email protected]
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This Morning’s Hypothesis You have been assigned the task
of driving a level design team through several months of pre-production
Triple AAA FPS as common ground
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Pre-production is…
The creative space between concept and manufacture
Goal: create instructions for production
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The Design Process
Game DesignDocument
Level DesignPreproduction
DesignProduction
Ship it!
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The Design Process
Game DesignDocument
Level DesignPreproduction
DesignProduction
Ship it!
Often lumped
Together! But
Hard to do in
Parallel!
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In Film…
“During pre-production, the script is broken down into individual scenes and all the locations, props, cast members, costumes, special effects and visual effects are identified”
-- Wikipedia
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A Game Level is…
A container for gameplay An rollercoaster
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Story Progression
Level DesignHappens Here!
Gam
ep
lay Ing
redie
nts
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Benefits
Explore ideas without restraint brainstorming and prototyping
Solidify intent refining the macro-scale design
Emulsification of designmixing the ingredients before baking
Harmonisationgetting the whole team on the same page
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Unfortunately…
Often overlooked as unnecessary waste of resources and time.
Often not used well Unfocused Focused on non-essentials Goes too deep too quickly Spawn prototypes/use up departmental
resources without solid theory
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For Best Results…
3-6 months Dedicated space Cross-discipline representation
At the very least, a writer! Defined output expectations Frequent reviews
But no milestones!
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Diff’rent Strokes
Your studio, project, team is unique.Nothing here is standard and you’llneed to find out what works for yourspecific needs.
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Tip: Universal Clarity
Make sure all level designers understand the design, concept and requirements of the game
People participate less when they feel uninformed or out of the loop
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Your Raw Material
Narrative Player metrics Core ingredients Concept art Flow Model
*significantly easier for a sequel, BTW!
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Step 1:Initial Brainstorming
Groups of 4-10 Moderator Internet-enabled computer and projector Whiteboard or Giant Post-Its Note taker Sessions of no more than two hours
Goal: Create abstracts!
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Tip: War Rooms
War rooms are dedicated spaces for brainstorming and pre-production
Take over a dedicated space like a conference room or large office
Keep it as a living record of progress
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Step 2:Abstracts Concept Position in Narrative Environment to exist in Beginning Ending Goal(s) Challenge(s) to overcome between the player and the goal Reward A way of handling Failure
Goal: enough detail to convey the fundamental intentions of the level
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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This is the Easy Part…
Conference of the Living Dead, Level 1
Concept: Extract with Coray Seifert Environment: Moscone centre Beginning: Barricaded bathrooms Ending: Climactic rooftop escape via jetpack Goal: Get Coray to the roof uninfected Challenge: Zombified conference associates Reward: Coray is now an available member of your
zombie survival team Failure: Coray is zombified and must be cured!
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Step 3:EncountersAbstracts are recipes for fun
Encounters are created by combining game ingredients – like a delicious cake!
Encounter examples: Puzzles Battles Bosses Traps Races Gates
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Mapping the Graph
Peaks on the graph Encounters are usually spaced out with non-
encounter space (empty rooms, downtime, etc.) the low points on the graph
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Brainstorming Encounters Still valid as a group Strike teams or individually, per “type” Critique for possible cuts and out-of-
scope ideas
Goal: Create as many fun encounters as you can.
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Tip: Maintain Portability Keep encounter ideas portable so they
can be transported and arranged easily
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Tip: Leave No Idea Behind Sketchbooks and journals
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Step 4:Cell Diagrams
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
Encounter sequence or network Rough draft of player progression
and flow Highlights major beats in
gameplay and story Exposes initial concerns
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Napkins are Your Friend
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Putting It to the Wall
Review cells diagrams side by side: Ensure consistency of experience Ensure certain levels aren’t overloaded
or underloaded* Evaluate scope
*Yeah, I just made that word up.
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Watercooler Moments
Unique or powerful encounters Identify and foster these encounters now Ensure sparing use and equal distribution based
on narrative and game’s overall rhythm
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Start Acquiring Visuals
Scour Google for reference images: Landmarks Characters Situations Environments
One image per encounter Helps to visualise and identify the
encounters at this stage
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Step 5:Pitch & Collect Criticism
Pitch meetings: Cross disciplinary, key ‘players’ Have visuals but walk through verbally Don’t brainstorm, but record all
feedback Go back to the drawing board if
necessary -- cuts made now are easy
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Rework IS Inevitable
Level designers need to understand and absorb criticism
By definition design is iterative Need external critique to ensure you
aren’t too close to the product to see problems
Consider art classes, reviews, critique training for junior level designers.
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Step 6:Encounter ModelsIterating your encounters
Manipulative Technical Illustrative Interactive
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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ManipulativeConcept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
• LEGO• Table-top props• Playdough
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Manipulative
Benefits: Tactile Encourages play Dynamic for co-
operative design Quickly rearranged Can potentially see
vertical scale and proportions better
Cons: Not very portable or
easily reproducible Forces visualization
to be simplified Not archival Not as easy to
read/interpret for others on the team
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
Keyword: Spatial
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TechnicalConcept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
• Pen and paper • Illustrator
program• Geographic
maps
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Technical
Benefits: Scalable High level of detail Archival and
reproducible Easier to
read/interpret for others on the team
Cons: Not tactile or co-
operative Not as good for
showing vertical scale Easy to over
complicate
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
Keyword: Detail
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IllustrativeConcept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
• Photo collage• Storyboard• Video montage• Pre-vis video
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Illustrative
Benefits: Better sense of the
visual/immersive target
Better to show final “look and feel”
Promotes excitement and acceptance
Cons: Not abstract – hard to
hand off to Art Some experiences
may be taken too literally
Subject to quality of acquired footage
Can’t show exact gameplay
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
Keyword: Feel
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InteractiveConcept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
• Game editors
• Game creators applications
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Interactive
Benefits: Cuts to the gameplay Shows exact
intentions and results Possible to use as a
platform for final development
Modular – break down and reuse
Cons: Not abstract – danger
of “target fixation” Subject to technical
skill, existing tech Not easily
transportable Visuals may be
considered off-putting
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
Keyword: Play
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Step 7:Walkthroughs
Written narrative of player’s experience Encompasses most (maybe not all –
GTA) level elements in fine detail Quickly solidifies intent and scope Starts to fill in empty spaces Cheap to make!
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Step 8:Costing and Buyoff Last chance to bring up risk
factors Clarity of presentation is key Gather constructive feedback
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Key Deliverables
Paper Design: for the people who will be working in the level
Asset lists: for those indirectly supporting the level
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Step 10:Paper Design
This is the most important product of your process – the instructions for manufacture!
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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“Paper” Design
Doesn’t need to be the same technique for every level designer:
Pen and paper* Visio Illustrator
Don’t do it in 3D now – this is ‘whiteboxing’ and comes later.
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
* Paper always saves!
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Something for Everyone The Producer and Leads The Programming team The Art and Audio teams The Cinematic team
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Global Standards
Use a master key (iconography) Use a standard scale Define special requirements Naming convention!
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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High-to-Low
Multiple passes for safety
Work from the encounters first then fill in the spaces
Don’t be afraid to iterate – this is the place!
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
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Hazards and Items
Player Items Hazards Cover and Interactive Props Checkpoints
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
![Page 54: GDC 2010 - Level Design in a Day Part 1. Preproduction: Ed Byrne, Creative Director, Zipper Interactive](https://reader034.fdocuments.in/reader034/viewer/2022051816/541628ac7bef0ad0328b751c/html5/thumbnails/54.jpg)
AI Considerations
Start Points Movement and stimuli Detection Range Initial behavior Special properties Trigger conditions
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
![Page 55: GDC 2010 - Level Design in a Day Part 1. Preproduction: Ed Byrne, Creative Director, Zipper Interactive](https://reader034.fdocuments.in/reader034/viewer/2022051816/541628ac7bef0ad0328b751c/html5/thumbnails/55.jpg)
Triggers and Events
Highlight trigger areas and consequences of entering them
Give people a feel for the level, types of interactivity
Cinematics and scripted sequences.
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
![Page 56: GDC 2010 - Level Design in a Day Part 1. Preproduction: Ed Byrne, Creative Director, Zipper Interactive](https://reader034.fdocuments.in/reader034/viewer/2022051816/541628ac7bef0ad0328b751c/html5/thumbnails/56.jpg)
Interior Details
Static and dynamic obstacles Stairs Elevators Corridors and passageways Doorways and openings
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
![Page 57: GDC 2010 - Level Design in a Day Part 1. Preproduction: Ed Byrne, Creative Director, Zipper Interactive](https://reader034.fdocuments.in/reader034/viewer/2022051816/541628ac7bef0ad0328b751c/html5/thumbnails/57.jpg)
Game Specifics
Racing: Banks and racing lines Stealth: Shadow and sanctuary FPS: Power-ups and Ammo Tactical Shooter: Cover and high
ground RTS: Buildable ground, resources
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
![Page 58: GDC 2010 - Level Design in a Day Part 1. Preproduction: Ed Byrne, Creative Director, Zipper Interactive](https://reader034.fdocuments.in/reader034/viewer/2022051816/541628ac7bef0ad0328b751c/html5/thumbnails/58.jpg)
Callouts and Sub-maps
Keep the paper map uncluttered Use callouts to “zoom in” to
smaller areas and expand them Use sub-maps or divide into
multiples maps logically (floors on a building, etc.)
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
![Page 59: GDC 2010 - Level Design in a Day Part 1. Preproduction: Ed Byrne, Creative Director, Zipper Interactive](https://reader034.fdocuments.in/reader034/viewer/2022051816/541628ac7bef0ad0328b751c/html5/thumbnails/59.jpg)
Bonus:Asset ManifestsFeed your support teams:
Objects and characters VO Music and ambient audio SFX and environmental needs Special interactions
Concept
InitialBrainstorm
Abstracts
Encounters
CellDiagrams
Buyoff
PaperDesign
Pitching
EncounterIteration
Walkthru
![Page 60: GDC 2010 - Level Design in a Day Part 1. Preproduction: Ed Byrne, Creative Director, Zipper Interactive](https://reader034.fdocuments.in/reader034/viewer/2022051816/541628ac7bef0ad0328b751c/html5/thumbnails/60.jpg)
That’s Preproduction Folks! You’ve won! Now onto the next
level