GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil...

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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 of GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil...

Page 1: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 2: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

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!

Page 3: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

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

Page 25: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Simplest shape to render that is gameplay effective

Modular: scaleable/stackable Solid base Works effectively with cover and AI

systems

Page 26: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

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

Page 54: 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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Multiplayer Level Balancing

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Multiplayer Level Balancing

Symmetrical Layouts

Page 60: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Multiplayer Level Balancing

Symmetrical Layouts

Asymmetrical Layouts

Page 61: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

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

Page 74: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Asymmetrical Layouts

Inherently unbalanced

Overall movement times

Page 75: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Asymmetrical Layouts

Inherently unbalanced

Overall movement times

Objectives

Page 76: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Asymmetrical Layouts

Inherently unbalanced

Overall movement times

Objectives

Asymmetrical game design

Page 77: 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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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

Page 88: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

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

Page 97: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Thanks for listening, the floor is open for questions!