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In this intense day-long tutorial, attendees will gain deep insights from some of the most experienced level designers in the industry into every aspect of the level design process, from basic navigation and object manipulation tips and tricks to best practices for encounter design and level flow. As the development discipline responsible for crafting the vastly important moment-to-moment player experience, a deep understanding of core level design principles becomes essential for level designers, game designers and design managers alike. Likewise, an intimate familiarity with the level creation process can be a massive advantage to producers, testers or artists in frequent collaboration with level designers. This year’s session will focus on the Unreal Engine, while subsequent years will focus on Source, Quake, and other popular engines.
12. The Team Forrest Dowling Neil Alphonso Joel Burgess Matthias Worch Ed Byrne Jim Brown
13.
Hinweis der Redaktion
Welcome to Level Design in a Day: Best Practices form the Best in the Business This talk brings together some of the best level design minds in the industry to talk about a topic and art form that is so central to game development that most games couldn’t’ release without it, yet one that is often overshadowed by sexier talks about “Game Design,” “Storytelling,” or “How Awesome Will Wright is.”
Notes! Woohoo!
Before we get started with our first speaker, I’d like to get to know you folks a little bit. Can I get a hell yeah for all the students in the room? Teachers/Professors? Testers? Programmers? Producers? Writers? Game Designers? Level Designers?
Okay…Who Do You Weehrk For? (Bad Austin Powers Accent) Can I get a hell yeah for those folks working at Big Scary Publishers? Big Scary Media Companies? Indies? Unemployed?
Okay, cool. Can I get a hell yeah for those folks who’ve been in the industry for at least 1 year? At least 2 years? At least 5 years? At least 10 years? At least 15 years? For reals? Dizzamn
Alright, last question. Where’s everyone coming from? Can I get a hell yeah for those folks who traveled less than 2 hours to get to GDC? At least 4 hours travel to GDC? At least 6 hours travel to GDC? At least 10 hours travel to GDC? At least [wtf] hours travel to GDC?
GDC 2009 – Gaming the IGDA 5.0 Rating! Win! I cheated. Fail. For GDC 2010 looked back at the past ~10 GDCs and asked – What is a talk that I would rate 5.0? Legitimately?
GDC 2009 – Gaming the IGDA 5.0 Rating! Win! I cheated. Fail. GDC 2009 – Gaming the IGDA 5.0 Rating Totally packed the room with shills For GDC 2010 looked back at the past ~10 GDCs and asked – What is a talk that I would rate 5.0? Legitimately?
8 hour D&D game with Vin Diesel? Inspirational lecture from Tim Langdell on the US Copyright system? Tell-all Infinity Ward Studio Heads talk? All tempting options, but I kept coming back to the concept of a deep level design talk featuring some of the people and companies that I am interested in learning more about.
Super important topic Fascinating combination of Theory & Practice Under represented Knew a good LD or two… So, I set out to find a crack of level design experts; Masters of their field, gurus of their trade and artisans of their craft.
Fade up A-Team intro Elite special operatives. Masters of the arts of level layout, encounter design, authantasy, environmental narrative, and the dark arts of MULTIPLAYER. Ladies and gentlemen, I give you the cast of the 2010 GDC Epic “Level Design in a Day: Best Practices from the Best in the Business!” Intros Without further adieu, let’s get to our first presenter!
We’re just about out of time Come out and grab a drink with the crew afterwards. We’ll be at Bin 55 on the ground floor of the Marriott Marquis, so feel free to stop by! Look for this talk again at GDC ’11!