Download - Level Design in a Day Skyrim Fallout
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The
Iterative Level Design Processwhich helped us shipFallout 3 & Skyrim(on time)
Joel BurgessSenior Designer, Bethesda Game Studios
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Iteration in Game Developme
Progressive Improvement
Widely Embraced
Proven Plan
Test
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Iterative UI Design Study J. Nielsen, 93
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Iteration in Game Developme
Progressive Improvement
Widely Embraced
Proven
Many Meanings
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+30% Cloak on Kill-25 Max HP on user
Stealthier KillingCannot use Disguise Kit
Hats.Everybody loves Hats
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STRUCTURAL ITERATION
Iteration in Level Design
FinaBuildPlan
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STRUCTURAL ITERATION
Iteration in Level Design
F?BuildPlan
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STRUCTURAL ITERATION
Iteration in Level Design
FPlaytestBuildPlan
QUALITATIVE
ITERATION
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The Importance of Process
Make the game you Want
the way you want to make it.
Iteration is a Process Choice
Process itself can be iterated upon
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The Bethesda LD Process
Begins w/Fallout 3
New Level Design Team
Existing Tools/Workflow
Iteration as Core Value
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Parameters of our Situation:
Massive amount of content
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Parameters of our Situation:
Massive amount of content
Desire to Increase LD Quality
Known Scheduling Dates
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Parameters of our Situation:
Massive amount of content (150+ L
Desire to Increase LD Quality
Known Scheduling Dates
Known Inter-Dependencies Little or no staff fluctuation
Desire for Healthy Quality of Life
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$$
$$
No Iteration What if?
MAKE LEVEL
HAVEGREATIDEA
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$$
$$
Adding Iteration
MAKE LEVEL
HAVEGREATIDEA
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VersFo
VersionThree
Breaking Workflow Down
VersionTwo
Level A
Ver.1Concept
Ver.2Layout
Ver.3Markup
Ver.4Polish
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VersFo
VersionThree
Continuous Iteration
VersionTwo
VersionOne
Level A
Level A Level B Leve
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January February
SUN MON TUE WED THU FRI SAT SUN MON TUE WED THU FRI SAT SUN MON T
1 1 2 3 4 5 1
2 3 4 5 6 7 8 6 7 8 9 10 11 12 6 7 8
9 10 11 12 13 14 15 13 14 15 16 17 18 19 13 14 15
16 17 18 19 20 21 22 20 21 22 23 24 25 26 20 21 22
23 24 25 26 27 28 29 27 28 27 28 29
30 31LEVEL A LEVEL B LEV
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VersFo
VersionThree
Continuous vs Spaced Iterati
VersionTwo
Level A
Ver.1Concept
Ver.2Layout
Ver.3Markup
Ver.4Polish
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Continuous vs Spaced Iterati
V3 allotherlevels
V3Lv.A
V2 allotherlevels
V2Lv.A
V1 allotherlevels
V1Lv.A
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January February
SUN MON TUE WED THU FRI SAT SUN MON TUE WED THU FRI SAT SUN MON T1 1 2 3 4 5 1
2 3 4 5 6 7 8 6 7 8 9 10 11 12 6 7 8
9 10 11 12 13 14 15 13 14 15 16 17 18 19 13 14 15
16 17 18 19 20 21 22 20 21 22 23 24 25 26 20 21 22
23 24 25 26 27 28 29 27 28 27 28 29
30 31
n1
st
Passn
2nd
Passn
3rd
Passn
4th
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Benefits of Spaced Iteration
Keep Fresh, Prevent Boredom Incrementally Work on Strong Foun
Time to Get, Assess, Incorporate Fe
Focused Efforts per Iteration Copes With Growth of the Project
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Game Development is Chaos
Many Moving Parts Interconnected Dependencies
Timing & Context Matter
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Inter-Dependency
Great Code + Great Art = Great Le Great Code & Great Art Take Time
What can Level Designers do early
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Early in the dev cycle
Less to Work With
Everything is Possible
Focus can be Difficult
Little Known or Proven
Good Design is Difficult
Late in the De
Lots to Work
Possibilities
High Focus A
Ideas have bProven or Fa
Best Stuff Hap
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The Bethesda Level Designer
Core Skillset Layout, Gameplay, Markup, Scripting, Perf
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The Bethesda Level Designer
Core Skillset Layout, Gameplay, Markup, Scripting, Perf
Additional Responsibilities
Writing, Systems, Prototyping, Tools, mor
Split Focus Benefits:
Personal Growth as a Developer
Maximizes Productivity
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Level Designer Role Split
Building LevelsOther Duties
EARLY DEV
Building LevOther Dut
LATE DE
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Level Design Opportunity Tim
Best Design Happens @ the End Identifying Opportunity
Content Cram vs Opportunity Time
How do we create opportunity
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Iterative Passes = Laying Found
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CONCEP
Pass Zero: Planning
The Game is just out ofpre-production; almostnothing exists yet. Amaster list of levels has
been generated andassigned.
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Pass Zero: Planning
One-Sheet Wiki Pitch Keep It Short
Focus on One Unique Thing
Story: Purpose, History, Current Eve Generate Asset Request List
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What NOT to do on a pass
Importance of Restraint Avoid Needless Work
Whats Efficient NOW?
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What not to do @ Pass Zero
No Editor Layouts No Detailed Paper Maps
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What not to do @ Pass Zero
No Editor Layouts No Detailed Paper Maps
No Fluff Documentation
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Time Passes
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CONCEP
LAYOUT
Pass One: Layout
Full production is rampingup, but core mechanicsare still missing. LevelDesign and Art have
worked together to makeLevel kits available.
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Pass One: Layout
Build up a Complete Layout Basic Rhythm and Flow
Learning & Stress Testing the Kits
Incidental Writing Connectivity & World Data
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What not to do @ Pass One
No Optimization No Navmesh or Encounters
No Lighting or Cluttering
No Kitbashing & Arthacks
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Kitbashing & Arthacks
Dont Do This On Early Passes Expose Problems Dont Cover Up
Putting Lipstick on the Pig
Last Resort? Different Story.
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l
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CONCEP
LAYOUT
GAMEPLA
Pass Two: Gameplay
Core Mechanics are takingshape, and the game is
playable - even fun, underthe correct circumstances.
Primary enemy types andweapons are available,although unpolished.
G l
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Pass Two: Gameplay
Enemies, Patrols, Loot, Scenes Navmesh: AI Pathing Support
First Pass Revisions (if Applicable)
Non-Combat Beats (Placeholder Oka Early Optimization Bounds
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Why Optimize Now?
Wh t t t d @ P T
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What not to do @ Pass Two
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Wh t t t d @ P T
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What not to do @ Pass Two
Dont Blow it all up and start over Tempting! New art, new ideas, sick of
Different, Not Better.
No In-depth scripting or handling
Proof-of-Concept functionality
Minimize pain of later changes
G th i F db k
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Gathering Feedback
Anecdotal feedback Group Critiques, Peer Review
Artist & Lead Notes
Compile, Collate, Look for Trends Reserve Reactions for Later
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Pass Three: Content Complet
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CONCEP
LAYOUT
GAMEPLA
COMPLET
Pass Three: Content Complet
Almost all gameplaysystems are functional.The majority of non-unique art is complete.
The Home Stretch is justwithin sight.
Pass Three: Content Complet
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Pass Three: Content Complet
Nothing Temp, Missing or Unaccoun Detail & Refine Gameplay
Reconcile w/Systems Design Goals
Work in Feedback Pairs
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What not to do @ Pass Three
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What not to do @ Pass Three
No Detailed optimization Wait for final lighting/clutter
Dont Neglect Non-Golden Path
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Okay, so a minor confession
We dont really call it that.
The Ship With Shame Pass
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The Ship With Shame Pass
Complete doesnt mean Quality Cementing Confidence in the Level
Confidence it will get done
Confidence it will be good
Onward To Opportunity Time
When It Just Isnt Working
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When It Just Isn t Working
Re-Design Not Taken Lightly Repurposing, Down-Scoping
Mulligan Pass
Cuts
Strike Teams
Short Push vs Death March
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Short Push vs Death March
Short, Self-Assigned Crunch
When It Just Isnt Working
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When It Just Isn t Working
Re-Design Not Taken Lightly Repurposing, Down-Scoping
Mulligan Pass
Cuts
Strike Teams
Crunch
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Bonus Pass: Lighting FX Clu
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CONCEP
LAYOUT
GAMEPLA
COMPLET
Bonus Pass: Lighting, FX, Clu
The project focus isshifting to polish andoptimization, and artistsnow have bandwidth to
pitch in to help visuallypolish the levels wevecreated.
Beauty Passes
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Beauty Passes
Lighting, Clutter, Effects, Sound Artists Do this Better & Faster
Level Designer is MostlyHands-Off
Communicate Needs and Intent
What not to do @ Beauty Pas
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What not to do @ Beauty Pas
Dont Disengage
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Final Pass: Polish, Polish, Pol
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CONCEP
LAYOUT
GAMEPLA
COMPLET
POLISH
Final Pass: Polish, Polish, Pol
The Game is feature-complete and nearly done.Things will be finalizedsoon, and this is the time
we have to polish andmake sure everything istop quality by ship.
Final Pass: Polish
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Final Pass: Polish
Identify Opportunities and Improve Respond to Accumulated Feedback
React to Late-Dev Realizations
Low-Hanging Fruit
Incorporate Final Assets Test on Target Platforms
Final Navmesh & Optimization
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Another Confession
Fourth Pass is NotAlways Final Pass
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POLISH
POLISH
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Structural Iteration
Qualitative Iteration
CONCEP
LAYOUT
GAMEPLA
COMPLET
POLISH
POLISH
POLISH
POLISH
POLISH
POLISH
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Structural Iteration
OPPORTUNITY TIME
CONCEP
LAYOUT
GAMEPLA
COMPLET
POLISH
POLISH
POLISH
POLISH
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Keep the Big Picture In Sight
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p g g
Polish Parity
No Game Gets Finished
Do the Best You Can While You Can
Work Healthy, Be Healthy
Make Great Things - For A Long Tim
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[email protected]@JoelBurgess
Nielsen Group Iterative Design Study:http://www.nngroup.com/articles/iterative-design/
Gunpoint Development Blog & Overviewhttp://www.pentadact.com/2013-10-15-gunpoint-developmen
This Slide Deck will be made available onlinehttp://blog.joelburgess.com/p/design-talks.html