Please Note

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Please Note. There is a ton of useful information in the notes of these presentations. Please download these presentations and enjoy them in MS PowerPoint locally. Thanks!. Production. The thrilling world of workflow. When is production?. When you’ve got: A plan/GDD A budget - PowerPoint PPT Presentation

Transcript of Please Note

Page 1: Please Note
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Please Note

There is a ton of useful information in the notes of these presentations.

Please download these presentations and enjoy them in MS PowerPoint locally.

Thanks!

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Production

The thrilling world of workflow

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When is production?

When you’ve got: A plan/GDD A budget A prototype/VS A timeline Tools Fun!

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Level Design

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Workflow/Pipeline

Image courtesy of rickz

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Why Bother?

Who wants red tape? Save time Avoid frustration Control iteration Manage budget Avoid crunch, delays

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The Frontlines Pipeline

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The Handoff

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The phases

Phase 0: it exists Phase 1: it’s got stuff in it Phase 2: even more stuff! Phase 3: The GM says it’s done Not all bad: as a designer, it’s kind

of fun!

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Why did it happen?

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Our current process

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Stages

Contain steps Time boxed Clear deliverables Approvers Responsibilities

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What is locked?

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The Process

Research & Concept Blockout & test Iteration & Vetting Refinement & Playtesting Optimization, Art content, bug

fixing

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A less crazy document

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How’s it going?

- Time estimates off + collaboration improved + No cut maps

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Key Ingredients

Unambiguous goals Defined stages Established approvers “The courage to be clear” It’s not about feelings

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Single player process

Image courtesy of max_westby

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Process breakdown

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The Swarm

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Positives

Focus Team work Coherency Specialization

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How do we do it?

Unreal – architected for sharing

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Submaps

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The tangled web

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Map Lead

Produces known-good builds Insures seamless linking between

sections Handles save/load issues

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Drawbacks

Loss of mission ownership Technically challenging

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Will it work for you?

Does it fit your game? Can your tools support it? Will it work for the developers?

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How’s about Fallout 3?

Take it Joel

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55 Ayleid Ruins 57 Imperial Forts 24 Mines 09 Sewers 19 Oblivion Realms 91 Caves .255 Dungeons

What Came Before?What Came Before?

Oblivion Oblivion Staff Staff

1 Dungeon Art Lead4 Dungeon Artists3 Level Designers (late)8 Busy Individuals

OblivionOblivionDungeonsDungeons

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How do 8 people build How do 8 people build 255 dungeons/levels?255 dungeons/levels?

Build Kits in 3ds Max

Clutter/Light/FX “Warehouse”

Layout & Populate

Ship it!*

*Some exceptions may apply•Major Locations Got More Love

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13 Metro Tunnels 12 DC Neighborhoods 26 Office Buildings 06 Vaults 15 Other 8 Caves 68 “Z” Cells .148 LD Locations

What Now?What Now?

Fallout3Fallout3Staff Staff

6 Level Designers (peak)4 Environment Artists

Fallout 3 Fallout 3 SpacesSpaces

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Fallout 3 LD WorkflowFallout 3 LD WorkflowIterative Passes, Formal Collaboration

Pass 1: Basic LayoutPass 2: Refine, Populate, ScriptArt Pass: Lighting, Detail ClutterPass 3: Polish for ShipPass 4: Bonus Polish Time

•1-5 Days per pass, depending on Size•Passes Scheduled to match dependency•Shared ownership, one party accountable

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In Conclusion

Production is hard Develop a pipeline Communicate concrete goals Stay flexible