the iterative level design process for bioware’s mass effect 2

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The Iterative Level Design Process for BioWare’s MASS EFFECT 2 Game Developer Conference 2009 Corey Andruko – Project Manager, Mass Effect 2 Dusty Everman – Lead Level Designer, Mass Effect 2

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The Iterative Level Design Process for BioWare’s MASS EFFECT 2. Game Developer Conference 2009. Corey Andruko – Project Manager, Mass Effect 2 Dusty Everman – Lead Level Designer, Mass Effect 2. MASS EFFECT 2: Level Design. Do only the work that answers the right questions in the right order. - PowerPoint PPT Presentation

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Page 1: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

The Iterative Level Design Process for BioWare’s

MASS EFFECT 2

Game Developer Conference 2009

Corey Andruko – Project Manager, Mass Effect 2Dusty Everman – Lead Level Designer, Mass Effect 2

Page 2: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

MASS EFFECT2: Level Design

Do only the work that answers the right questions in the right order

Page 3: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

AgendaI. Level Design on MASS EFFECT (ME)

• Review process, assess problems, identify source

II. Theory – MASS EFFECT 2 Level Design• Examine the phases & the questions they answer

III. Application – How is it going?• How are we implementing it (Agile, Lean)• What’s working well (and what’s not)

IV. ConclusionV. Q&A

Page 4: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2 Level Design

ME2 Iterative Design Process • Evolution from lessons learned during ME1

Page 5: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME1: Level Creation Teams• Writers

• plots, characters, dialog, journals

• Level Artists• layout, modeling, texturing, lighting

• Cinematic Animators• animator cutscenes

• Cinematic Designers• cinematic dialogs, designer cutscenes

• Technical Designers• scripting, integration of level content

Page 6: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME1: Level CreationPlots

(Writer)

2D Map(Writer/

Level Artist) Block Level(Level Artist)

LevelArt

(Level Artist)

Combats,Plots

(Tech Design)

Performance Optimized(Everyone)

Dialogs(Writers/

Cine Design)Cutscenes (Cine Anim)

Page 7: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME1: Level Creation Problems

• “Silo Mentality”: Focus on disciplines, not levels• Assumes pieces will just fit together• Deliverables not always judged in game

• Iterations within one silo have hidden costs in other silos• Narrative changes affect geometry• Geometry changes affect scripting• Scripting changes affect cinematics• Etc.

• A rippling “rework” effect occurs.

Page 8: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME1: Level Creation Problems

• Impact of Silo Mentality• Costly and unplanned iterations• Cross department communication isn’t encouraged• Intractable performance issues• Levels rarely playable

o Difficult to evaluate new game mechanics or creatures

o QA testing hinderedo Late review of content

• Cut content (e.g. Caleston)

Page 9: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2: The Phased Level Creation Approach

• Purpose: Get answers to critical questions early, and only do the work that is required to get those answers

Basic Premise: o Always playableo Always a foundationo Always at performance

Page 10: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2: Level Creation Phases

• Phase 0: Narrative Overview• Phase 1: Narrative Playable• Phase 2: White Box• Phase 3: Orange Box• Phase 4: Hardening• Phase 5: Finaling

Page 11: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2: Level Creation Phases• Phase 0: Narrative Overview

• What is the story?• Deliverable: Documentation

o Narrativeo Characterso 2-D Layouto Art Themeso Cutscene Descriptions

Page 12: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2: Level Creation Phases• Phase 1: Narrative Playable

• Is the pacing and spacing good?• Deliverable: First Playable

o Box Level Geometryo Concept Arto Placeholder Set Pieceso “Box Level” Dialogso Pop-up Cutsceneso Prototyped Level

Mechanics

• “Level Blasting Site”

Page 13: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2: Level Creation Phases• Phase 2: White Box

• Can you see the fun?• Deliverable: Representative Collision

o Box Level Geometry -> First Pass Static Mesh

o First Pass Dialog

o Bronze Combats, (basic cover placement)

o Animatic Cutscenes

o Placeholder Music

Page 14: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2: Level Creation Phases• Phase 3: Orange Box

• Is it fun?• Deliverable: Actual Collision

o Untextured Static Mesho Dialog Ready for VOo Dialogs Cinematically

Blocked Outo Silver Combats

(full cover placement)o Basic MoCap Cutscenes

Page 15: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2: Level Creation Phases• Phase 4: Hardening

• Could this be shipped?• Deliverable: “Finished” Level

o Textured and Lit Level Arto VO’d Dialogo Cinematic Dialogo Gold Combats

(fully scripted)o Smooth Motion Cutsceneso Actual Music and Audio

Page 16: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2: Level Creation Phases• Phase 5: Finaling

• Can you feel the awesome?• Deliverable: Final Level

o Everything tweaked, balanced, and polished.

Page 17: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2: Level Creation Phases

Example VideosCombat

Page 18: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2: Level Creation Phases

Example VideosDialog and Cutscenes

Page 19: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2 Level Creation: Our Production Process

What we borrow from Lean Manufacturing

• Focus on the elimination of waste

oMuda: “waste” from non-value added work• Only do the work we are willing to iterate upon

oMuri: “overburden”• Time boxes & load balancing

oMura: “variation”• Established deliverables at each phase

Page 20: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2 Level Creation: Our Production Process

What we borrow from Lean (cont’d)

• Kaizen (wisdom through learning)

oContinuous improvement plan

• Level Reviews … at each phase (can “raise the bar”)

• Peer Reviews … 1 time events

• Level Design “Mindshare” meetings … weekly

Page 21: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2 Level Creation: Our Production Process

Agile & Scrum - Terminology• Backlog:

o List of prioritized functionality you want added to your game

• Sprint:o Fixed period of time in which a team’s goals do

not change

• Sprint Review:o Formal review of a team’s Sprint goals

• Time Box:o Time value for how much you are willing to

invest in a specific amount of content

Page 22: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2 Level Creation: Our Production Process

Agile & Scrum• ME2 Project overall uses Scrum

o Sprint planning initially worked well for Level Design

• Established Time Boxes, called out technical complexity

o Level Design has shifted away from Scrum

• Retained principles - playable levels, communication

• We don’t always live in the ideal worldo Hitting Time Boxes over completing specific levels

Page 23: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2 Level Creation: Our Production Process

Agile & Scrum (cont’d)

• Team Size & Compositiono “Dogpiles”oStick to the core

• Product Owner & ReviewsoAt-desk previewsoCreative signoffoAre the next steps clear?

Page 24: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

What Works• Pairing Level Art & Level Design• Co-locating Teams

• Time-boxing• Going deep with some levels

ME2 Level Creation: Our Production Process

Page 25: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

What Works (cont’d)

• Proving out content and systems in-game

• Evaluating levels in sections (as necessary)

• Being agile with your Agile process

• Stopping to assess the big picture

ME2 Level Creation: Our Production Process

Page 26: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2 Level Creation: Our Production Process

What Doesn’t Work (Pitfalls)

• Missing a step can hurt (e.g. Concept Art, Writing)

• “Special Snowflakes” - every level wants to be one

• Level teams getting too big

• Creatures need to be “representative” early

Page 27: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2 Level Creation: Conclusion

Reflection• Would this have worked on ME1?

oYES … the “questions” may have been different

oCaleston would have been reviewed earlier

oLess integration work (Level Art & Level Design)

oCaught performance issues earlier

• Hitching or long load elevators on the Citadel

Page 28: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

ME2 Level Creation: Conclusion

Do only the work that answers the right questions in the right order

Page 29: The Iterative Level Design Process for  BioWare’s MASS EFFECT 2

Questions?

Corey Andruko – [email protected]

Dusty Everman – [email protected]