bethesda's iterative level design process for skyrim and fallout 3

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The Iterative Level Design Process which helped us ship Fallout 3 & Skyrim (on time) Joel Burgess Senior Designer, Bethesda Game Studios

The Iterative Level Design Processwhich helped us shipFallout 3 & Skyrim(on time)

Joel BurgessSenior Designer, Bethesda Game Studios

ITERATION

Iteration in Game DevelopmentProgressive ImprovementWidely EmbracedProven

Iterative UI Design Study

J. Nielsen, 93

Iteration in Game DevelopmentProgressive ImprovementWidely EmbracedProvenMany Meanings

+30% Cloak on Kill-25 Max HP on userStealthier KillingCannot use Disguise KitHats.Everybody loves Hats+30% Cloak on Kill-25 Max HP on user

STRUCTURAL ITERATIONIteration in Level Design

STRUCTURAL ITERATIONIteration in Level Design

STRUCTURAL ITERATIONIteration in Level Design

QUALITATIVE ITERATION

PROCESS

The Importance of ProcessMake the game you Wantthe way you want to make it.Iteration is a Process ChoiceProcess itself can be iterated upon

??

The Bethesda LD ProcessBegins w/Fallout 3New LD TeamExisting Tools/WorkflowIteration as Core Value

Parameters of our Situation:Massive amount of content (150+ Levels)

Parameters of our Situation:Massive amount of content (150+ Levels)Desire to Increase LD QualityKnown Scheduling Dates

Parameters of our Situation:Massive amount of content (150+ Levels)Desire to Increase LD QualityKnown Scheduling DatesKnown Inter-DependenciesLittle or no staff fluctuationDesire for Healthy Quality of Life

APPLYING ITERATION

$$$$$$

No Iteration What if?PROFITMAKE LEVEL

HAVEGREATIDEA

$$$$$$

Adding IterationPROFIT

MAKE LEVEL

HAVEGREATIDEA

VersionFour

VersionThreeBreaking Workflow Down

VersionTwo

Level AVer.1ConceptVer.2LayoutVer.3MarkupVer.4Polish

VersionFour

VersionThreeContinuous Iteration

VersionTwo

VersionOneLevel A

Level ALevel BLevel C

JanuaryFebruaryMarchSUNMONTUEWEDTHUFRISATSUNMONTUEWEDTHUFRISATSUNMONTUEWEDTHUFRISAT112345123452345678678910111267891011129101112131415131415161718191314151617181916171819202122202122232425262021222324252623242526272829272827282930313031

LEVEL ALEVEL BLEVEL C

VersionFour

VersionThreeContinuous vs Spaced Iteration

VersionTwo

Level AVer.1ConceptVer.2LayoutVer.3MarkupVer.4Polish

V4Lv.A

Continuous vs Spaced Iteration

V3 all otherlevels

V3Lv.A

V2 all otherlevels

V2Lv.A

V1 all otherlevels

V1Lv.A

JanuaryFebruaryMarchSUNMONTUEWEDTHUFRISATSUNMONTUEWEDTHUFRISATSUNMONTUEWEDTHUFRISAT112345123452345678678910111267891011129101112131415131415161718191314151617181916171819202122202122232425262021222324252623242526272829272827282930313031

n1st Pass n2nd Pass n3rd Pass n4th Pass

JanuarySUNMONTUEWEDTHUFRISAT12345678910111213141516171819202122232425262728293031

LEVEL ALEVEL BLEVEL CLEVEL A

Benefits of Spaced IterationKeep Fresh, Prevent BoredomIncrementally Work on Strong FoundationTime to Get, Assess, Incorporate FeedbackFocused Efforts per IterationCopes With Growth of the Project

Game Development is ChaosMany Moving PartsInterconnected DependenciesTiming & Context Matter

Inter-DependencyGreat Code + Great Art = Great LevelsGreat Code & Great Art Take Time

What can Level Designers do early on?

Early in the dev cycleLess to Work WithEverything is PossibleFocus can be DifficultLittle Known or Proven

Good Design is Difficult

Late in the Dev CycleLots to Work WithPossibilities NarrowerHigh Focus AttainableIdeas have been Proven or Failed

Best Stuff Happens Here

The Bethesda Level DesignerCore SkillsetLayout, Gameplay, Markup, Scripting, Performance

The Bethesda Level DesignerCore SkillsetLayout, Gameplay, Markup, Scripting, PerformanceAdditional ResponsibilitiesWriting, Systems, Prototyping, Tools, more...Split Focus Benefits:Personal Growth as a DeveloperMaximizes Productivity

Level Designer Role SplitBuilding LevelsOther DutiesEARLY DEVBuilding LevelsOther DutiesLATE DEV

Level Design Opportunity TimeBest Design Happens @ the EndIdentifying OpportunityContent Cram vs Opportunity Time

How do we create opportunity time?

THE PASSES

Iterative Passes = Laying Foundation

Bethesda LD PassesStructured, Iteration-Focused PassesProgressive FoundationTiming & Context

CONCEPT

Pass Zero: PlanningThe Game is just out of pre-production; almost nothing exists yet. A master list of levels has been generated and assigned.

Pass Zero: PlanningOne-Sheet Wiki PitchKeep It ShortFocus on One Unique ThingStory: Purpose, History, Current EventGenerate Asset Request List

What NOT to do on a passImportance of RestraintAvoid Needless WorkWhats Efficient NOW?

What not to do @ Pass ZeroNo Editor LayoutsNo Detailed Paper Maps

What not to do @ Pass ZeroNo Editor LayoutsNo Detailed Paper MapsNo Fluff Documentation

Time Passes

CONCEPTLAYOUT

Pass One: LayoutFull production is ramping up, but core mechanics are still missing. Level Design and Art have worked together to makeLevel kits available.

Pass One: LayoutBuild up a Complete LayoutBasic Rhythm and FlowLearning & Stress Testing the KitsIncidental WritingConnectivity & World Data

What not to do @ Pass OneNo OptimizationNo Navmesh or EncountersNo Lighting or ClutteringNo Kitbashing & Arthacks

Kitbashing & ArthacksDont Do This On Early PassesExpose Problems Dont Cover UpPutting Lipstick on the PigLast Resort? Different Story.

CONCEPTLAYOUTGAMEPLAY

Pass Two: GameplayCore Mechanics are taking shape, and the game is playable - even fun, under the correct circumstances. Primary enemy types and weapons are available, although unpolished.

Pass Two: GameplayEnemies, Patrols, Loot, ScenesNavmesh: AI Pathing SupportFirst Pass Revisions (if Applicable)Non-Combat Beats (Placeholder Okay)Early Optimization Bounds

Why Optimize Now?

What not to do @ Pass Two

What not to do @ Pass TwoDont Blow it all up and start overTempting! New art, new ideas, sick of it, etcDifferent, Not Better.No In-depth scripting or handlingProof-of-Concept functionalityMinimize pain of later changes

Gathering FeedbackAnecdotal feedbackGroup Critiques, Peer ReviewArtist & Lead NotesCompile, Collate, Look for TrendsReserve Reactions for Later

CONCEPTLAYOUTGAMEPLAYCOMPLETE

Pass Three: Content CompleteAlmost all gameplay systems are functional. The majority of non-unique art is complete. The Home Stretch is just within sight.

Pass Three: Content CompleteNothing Temp, Missing or Unaccounted For Detail & Refine GameplayReconcile w/Systems Design GoalsWork in Feedback Pairs

Every Third Pass is Different

What not to do @ Pass ThreeNo Detailed optimizationWait for final lighting/clutterDont Neglect Non-Golden Path

Okay, so a minor confessionWe dont really call it that.

The Ship With Shame PassComplete doesnt mean QualityCementing Confidence in the LevelConfidence it will get doneConfidence it will be goodOnward To Opportunity Time

When It Just Isnt WorkingRe-Design Not Taken LightlyRepurposing, Down-ScopingMulligan PassCutsStrike Teams

Short Push vs Death MarchShort, Self-Assigned Crunch

When It Just Isnt WorkingRe-Design Not Taken LightlyRepurposing, Down-ScopingMulligan PassCutsStrike TeamsCrunch

CONCEPTLAYOUTGAMEPLAYCOMPLETE

Bonus Pass: Lighting, FX, ClutterThe project focus is shifting to polish and optimization, and artists now have bandwidth to pitch in to help visually polish the levels weve created.

BEAUTY

Beauty PassesLighting, Clutter, Effects, SoundArtists Do this Better & Faster Level Designer is Mostly Hands-OffCommunicate Needs and Intent

What not to do @ Beauty PassesDont Disengage

CONCEPTLAYOUTGAMEPLAYCOMPLETEPOLISH

Final Pass: Polish, Polish, PolishThe Game is feature-complete and nearly done. Things will be finalized soon, and this is the time we have to polish and make sure everything is top quality by ship.

Final Pass: PolishIdentify Opportunities and ImproveRespond to Accumulated FeedbackReact to Late-Dev RealizationsLow-Hanging FruitIncorporate Final AssetsTest on Target PlatformsFinal Navmesh & Optimization

Another Confession Fourth Pass is Not Always Final Pass

GAMEPLAYCOMPLETEPOLISHPOLISHQualitative Iteration as PolishPLAYTESTREFINE

Structural IterationQualitative IterationCONCEPTLAYOUTGAMEPLAYCOMPLETEPOLISHPOLISHPOLISHPOLISHPOLISH

Structural IterationOPPORTUNITY TIMECONCEPTLAYOUTGAMEPLAYCOMPLETEPOLISHPOLISHPOLISHPOLISHPOLISH

PERSPECTIVE

Keep the Big Picture In SightPolish ParityNo Game Gets FinishedDo the Best You Can While You CanWork Healthy, Be HealthyMake Great Things - For A Long Time

Thanks!

[email protected] @JoelBurgessNielsen Group Iterative Design Study:http://www.nngroup.com/articles/iterative-design/Gunpoint Development Blog & Overviewhttp://www.pentadact.com/2013-10-15-gunpoint-development-breakdown/This Slide Deck will be made available onlinehttp://blog.joelburgess.com/p/design-talks.html