level design in a day skyrim fallout

Upload: lois-o-de-fazouro

Post on 26-Feb-2018

221 views

Category:

Documents


0 download

TRANSCRIPT

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    1/97

    The

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

    Joel BurgessSenior Designer, Bethesda Game Studios

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    2/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    3/97

    Iteration in Game Developme

    Progressive Improvement

    Widely Embraced

    Proven Plan

    Test

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    4/97

    Iterative UI Design Study J. Nielsen, 93

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    5/97

    Iteration in Game Developme

    Progressive Improvement

    Widely Embraced

    Proven

    Many Meanings

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    6/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    7/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    8/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    9/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    10/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    11/97

    +30% Cloak on Kill-25 Max HP on user

    Stealthier KillingCannot use Disguise Kit

    Hats.Everybody loves Hats

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    12/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    13/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    14/97

    STRUCTURAL ITERATION

    Iteration in Level Design

    FinaBuildPlan

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    15/97

    STRUCTURAL ITERATION

    Iteration in Level Design

    F?BuildPlan

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    16/97

    STRUCTURAL ITERATION

    Iteration in Level Design

    FPlaytestBuildPlan

    QUALITATIVE

    ITERATION

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    17/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    18/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    19/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    20/97

    The Bethesda LD Process

    Begins w/Fallout 3

    New Level Design Team

    Existing Tools/Workflow

    Iteration as Core Value

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    21/97

    Parameters of our Situation:

    Massive amount of content

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    22/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    23/97

    Parameters of our Situation:

    Massive amount of content

    Desire to Increase LD Quality

    Known Scheduling Dates

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    24/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    25/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    26/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    27/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    28/97

    $$

    $$

    No Iteration What if?

    MAKE LEVEL

    HAVEGREATIDEA

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    29/97

    $$

    $$

    Adding Iteration

    MAKE LEVEL

    HAVEGREATIDEA

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    30/97

    VersFo

    VersionThree

    Breaking Workflow Down

    VersionTwo

    Level A

    Ver.1Concept

    Ver.2Layout

    Ver.3Markup

    Ver.4Polish

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    31/97

    VersFo

    VersionThree

    Continuous Iteration

    VersionTwo

    VersionOne

    Level A

    Level A Level B Leve

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    32/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    33/97

    VersFo

    VersionThree

    Continuous vs Spaced Iterati

    VersionTwo

    Level A

    Ver.1Concept

    Ver.2Layout

    Ver.3Markup

    Ver.4Polish

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    34/97

    Continuous vs Spaced Iterati

    V3 allotherlevels

    V3Lv.A

    V2 allotherlevels

    V2Lv.A

    V1 allotherlevels

    V1Lv.A

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    35/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    36/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    37/97

    Game Development is Chaos

    Many Moving Parts Interconnected Dependencies

    Timing & Context Matter

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    38/97

    Inter-Dependency

    Great Code + Great Art = Great Le Great Code & Great Art Take Time

    What can Level Designers do early

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    39/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    40/97

    The Bethesda Level Designer

    Core Skillset Layout, Gameplay, Markup, Scripting, Perf

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    41/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    42/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    43/97

    Level Designer Role Split

    Building LevelsOther Duties

    EARLY DEV

    Building LevOther Dut

    LATE DE

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    44/97

    Level Design Opportunity Tim

    Best Design Happens @ the End Identifying Opportunity

    Content Cram vs Opportunity Time

    How do we create opportunity

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    45/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    46/97

    Iterative Passes = Laying Found

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    47/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    48/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    49/97

    CONCEP

    Pass Zero: Planning

    The Game is just out ofpre-production; almostnothing exists yet. Amaster list of levels has

    been generated andassigned.

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    50/97

    Pass Zero: Planning

    One-Sheet Wiki Pitch Keep It Short

    Focus on One Unique Thing

    Story: Purpose, History, Current Eve Generate Asset Request List

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    51/97

    What NOT to do on a pass

    Importance of Restraint Avoid Needless Work

    Whats Efficient NOW?

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    52/97

    What not to do @ Pass Zero

    No Editor Layouts No Detailed Paper Maps

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    53/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    54/97

    What not to do @ Pass Zero

    No Editor Layouts No Detailed Paper Maps

    No Fluff Documentation

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    55/97

    Time Passes

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    56/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    57/97

    CONCEP

    LAYOUT

    Pass One: Layout

    Full production is rampingup, but core mechanicsare still missing. LevelDesign and Art have

    worked together to makeLevel kits available.

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    58/97

    Pass One: Layout

    Build up a Complete Layout Basic Rhythm and Flow

    Learning & Stress Testing the Kits

    Incidental Writing Connectivity & World Data

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    59/97

    What not to do @ Pass One

    No Optimization No Navmesh or Encounters

    No Lighting or Cluttering

    No Kitbashing & Arthacks

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    60/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    61/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    62/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    63/97

    Kitbashing & Arthacks

    Dont Do This On Early Passes Expose Problems Dont Cover Up

    Putting Lipstick on the Pig

    Last Resort? Different Story.

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    64/97

    l

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    65/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    66/97

    Pass Two: Gameplay

    Enemies, Patrols, Loot, Scenes Navmesh: AI Pathing Support

    First Pass Revisions (if Applicable)

    Non-Combat Beats (Placeholder Oka Early Optimization Bounds

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    67/97

    Why Optimize Now?

    Wh t t t d @ P T

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    68/97

    What not to do @ Pass Two

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    69/97

    Wh t t t d @ P T

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    70/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    71/97

    Gathering Feedback

    Anecdotal feedback Group Critiques, Peer Review

    Artist & Lead Notes

    Compile, Collate, Look for Trends Reserve Reactions for Later

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    72/97

    Pass Three: Content Complet

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    73/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    74/97

    Pass Three: Content Complet

    Nothing Temp, Missing or Unaccoun Detail & Refine Gameplay

    Reconcile w/Systems Design Goals

    Work in Feedback Pairs

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    75/97

    What not to do @ Pass Three

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    76/97

    What not to do @ Pass Three

    No Detailed optimization Wait for final lighting/clutter

    Dont Neglect Non-Golden Path

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    77/97

    Okay, so a minor confession

    We dont really call it that.

    The Ship With Shame Pass

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    78/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    79/97

    When It Just Isn t Working

    Re-Design Not Taken Lightly Repurposing, Down-Scoping

    Mulligan Pass

    Cuts

    Strike Teams

    Short Push vs Death March

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    80/97

    Short Push vs Death March

    Short, Self-Assigned Crunch

    When It Just Isnt Working

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    81/97

    When It Just Isn t Working

    Re-Design Not Taken Lightly Repurposing, Down-Scoping

    Mulligan Pass

    Cuts

    Strike Teams

    Crunch

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    82/97

    Bonus Pass: Lighting FX Clu

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    83/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    84/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    85/97

    What not to do @ Beauty Pas

    Dont Disengage

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    86/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    87/97

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    88/97

    Final Pass: Polish, Polish, Pol

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    89/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    90/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    91/97

    Another Confession

    Fourth Pass is NotAlways Final Pass

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    92/97

    POLISH

    POLISH

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    93/97

    Structural Iteration

    Qualitative Iteration

    CONCEP

    LAYOUT

    GAMEPLA

    COMPLET

    POLISH

    POLISH

    POLISH

    POLISH

    POLISH

    POLISH

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    94/97

    Structural Iteration

    OPPORTUNITY TIME

    CONCEP

    LAYOUT

    GAMEPLA

    COMPLET

    POLISH

    POLISH

    POLISH

    POLISH

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    95/97

    Keep the Big Picture In Sight

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    96/97

    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

  • 7/25/2019 Level Design in a Day Skyrim Fallout

    97/97

    [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