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

Transcript
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

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

Cover

Page 5: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Cover

Protection

Page 6: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Cover

Protection

Concealment

Page 7: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Movement times

Page 8: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Movement timesCombat distances

Page 9: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Movement timesCombat distancesSightlines

Page 10: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

3rd person cover

Page 11: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 12: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 13: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 14: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 15: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 16: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 17: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 18: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

The only constant is change

Page 19: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 20: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Crates!

Page 21: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

http://www.oldmanmurray.com/features/39.html

Page 22: 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

Page 23: 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

Page 24: 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

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

Page 27: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Object Placement

Page 28: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Object Placement

Dynamics physics objects

Page 29: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Object Placement

Dynamics physics objects

Destructibility

Page 30: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Object Placement

Dynamics physics objects

Destructibility

Damage inflicting destructibles

Page 31: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Dynamic physics objects

Page 32: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 33: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 34: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 35: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Destructibility

Page 36: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 37: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 38: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 39: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 40: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 41: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Multiplayer Level Design in Red Faction Guerrilla

Luke Schneider

Friday, 4:30pm — 5:30pm

Page 42: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Damage inflicting destructibles

Page 43: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 44: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 45: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 46: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 47: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Elemental systems

Page 48: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 49: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 50: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 51: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 52: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 53: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

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
Page 55: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 56: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 57: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 58: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Multiplayer Level Balancing

Page 59: 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

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

Page 62: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Symmetrical Layouts

Page 63: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Symmetrical Layouts

Inherently balanced

Page 64: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Symmetrical Layouts

Inherently balanced

But... Boring!

Page 65: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 66: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

“The Dark Zone”DM6

Page 67: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 68: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 69: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 70: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 71: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 72: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Asymmetrical Layouts

Page 73: 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

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
Page 78: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

DE_Dust

Page 79: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 80: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

www.johnsto.co.uk/design

Page 81: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Asymmetrical Multiplayer Design

Page 82: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 83: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 84: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 85: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 86: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Balancing Methods

Page 87: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

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

Page 89: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

Playtests

Valve's Approach to Playtesting,Mike Ambinder, PhD

www.valvesoftware.com/publications/2009

Page 90: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 91: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 92: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 93: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 94: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 95: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
Page 96: GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

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!