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Porsche Brochure

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  1. 1. Captain Hindsight Presents: Neil’s Career
  2. 2. INTRO So… what’s the point?
  3. 3. Confucius on Wisdom By three methods we may learn wisdom: First, by reflection, which is noblest; Second, by imitation, which is easiest; and third by experience, which is the bitterest.
  4. 4. 1. Introduction 5 min • Introduction to Captain Hindsight, who was bitten by a retroactive spider...
  5. 5. SPLINTER CELL Developer: UBISOFT Montreal Publisher: UBISOFT Platforms: Xbox, PC, PS2* Released: November, 2002
  6. 6. SPLINTER CELL The Unskippable Scripted Cinematic
  7. 7. 2. Splinter Cell 6 min • Video of scripted cinematic
  8. 8. SPLINTER CELL The Unskippable Scripted Cinematic  Modular scripting = WIN  “It’s a marathon, not a sprint”  It’s all about the player
  9. 9. SPLINTER CELL Nuclear Power Plant
  10. 10. SPLINTER CELL Nuclear Power Plant  Balance is good
  11. 11. SPLINTER CELL Artist Geometry
  12. 12. SPLINTER CELL  Humility is a virtue  Usability is your friend and ally Artist Geometry
  13. 13. SPLINTER CELL The Unskippable Scripted Cinematic  Modular scripting = WIN  “It’s a marathon, not a sprint”  It’s all about the player Nuclear Power Plant  Balance is good Artist Geometry  Humility is a virtue  Usability is your friend and ally
  14. 14. SHADOW OPS Developer: Zombie Studios Publisher: Atari Platforms: Xbox, PC Released: June, 2004
  15. 15. SHADOW OPS The Sniper Rifle Story
  16. 16. SHADOW OPS  Again, modularity can be a life-saver  An LD’s relationship with Gameplay Programmers can be key The Sniper Rifle Story
  17. 17. DUKE NUKEM FOREVER Developer: 3D Realms Publisher: 2K Games Platforms: 360, PS3, PC Released: June 2011 Announced: April, 1997
  18. 18. DUKE NUKEM FOREVER July, 2004 “6-9 months”
  19. 19. DUKE NUKEM FOREVER  Do your homework
  20. 20. KILLZONE 2 Developer: Guerrilla Games Publisher: Sony Platform: PS3 Released: February, 2009
  21. 21. KILLZONE 2 1st Person Cover System
  22. 22. KILLZONE 2 Killzone: Liberation Sony PSP
  23. 23. KILLZONE 2  Tools are critical to LDs  It’s all about the player 1st Person Cover System
  24. 24. BRINK Developer: Splash Damage Publisher: Bethesda Platforms: 360, PS3, PC Release: May, 2011
  25. 25. BRINK SMART Smooth Movement Across Random Terrain
  26. 26. BRINK  Geometry has to work with gameplay systems  Balance is good  Modular geometry = WIN  Balance is great! SMART Smooth Movement Across Random Terrain
  27. 27. DIRTY BOMB Developer/Publisher: Splash Damage Platform: PC Announced: November, 2012 Status: Closed Alpha
  28. 28. DIRTY BOMB Classic Inspiration, Modernized
  29. 29. DIRTY BOMB Classic Inspiration, Modernized  Know your production and distribution model
  30. 30. So, 11+ years later…
  31. 31. REPEATED THEMES?  Modular scripting = WIN  “It’s a marathon, not a sprint”  It’s all about the player  Balance is good  Humility is a virtue  Usability is your friend and ally  Modularity can be a life-saver  Relationship with Gameplay Programmers can be key  Know your production and distribution model  Geometry has to work with gameplay systems  Balance is good  Modular geometry = WIN  Tools are critical to LDs  It’s all about the player  Do your homework
  32. 32. • So much in Level Design is about being flexible, and balance puts you in a great position to deal with change • A positive mindset... turn disadvantage into advantage • Those who forget history are condemned to repeat it • Never stop learning • Stay humble, or be humbled META-LESSONS
  33. 33. CONTACT INFO Neil Alphonso Lead Designer exedore@splashdamage.com @thrmoptc www.splashdamage.com @splashdamage

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