A Multi-level Iterative Linear Solver for Circuit Simulation
The Iterative Level Design Process for BioWare’s
description
Transcript of The Iterative Level Design Process for BioWare’s
The Iterative Level Design Process for
BioWare’s
Game Developer Conference 2009
Corey Andruko – Project Manager, Mass Effect 2Dusty Everman – Lead Level Designer, Mass Effect 2
MASS EFFECT2: Level Design
To maximize the value of level iterations:
oDo only the work that answers the right questions in the right order.
oYour workflow should follow the questions you are answering.
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
ME1: Level Creation Teams• Writers
• plots, dialog, journals, codex• Level Artists
• layout, static mesh, texturing, lighting• Cinematic Animators
• animator cutscenes• Cinematic Designers
• cinematic dialogs, designer cutscenes• Technical Designers
• scripting, integration of level content
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)
ME1: Level Creation Problems
• “Silo Mentality”: Focus on disciplines, not levels• Deliverables not always judged in game• Assumes pieces will just fit together
• 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.• .
ME1: Level Creation Problems
• Impact of Silo Mentality• Costly and unplanned iterations• Cross department communication discouraged• Levels rarely playable
o Difficult to try new game mechanics or creatureso QA testing hinderedo Content isn’t reviewed until late in the process
• Cut content (e.g. Caleston)• Intractable performance issues
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 playable o Always a foundation
ME2: Level Creation Phases
• Narrative Overview• Narrative Playable• White Box• Orange Box• Hardening• Finaling
ME2: Level Creation Phases
• Phase 0: Narrative Overview• What is the story?• Deliverable: Documentation
o Narrativeo Characterso 2-D Layouto Art Themeso Cutscene Descriptionso Level Event Description
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 Pop-up Level Eventso Prototyped Level Mechanics
ME2: Level Creation Phases
• Phase 2: White Box• Can you see the fun?• Deliverable: Representative Collision
o Box Level Geometry -> First Pass Static Mesho First Pass Dialogo Bronze Combats, Basic Cover Placemento Animatic Cutsceneso Crude Level Eventso Placeholder Musico Treasure Placemento Auto Saves
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 Placemento Basic MoCap Cutsceneso First-Pass Level Events
ME2: Level Creation Phases
• Phase 4: Hardening• Could this be shipped?• Deliverable: “Finished” Level
o Textured and Lit Level Arto VO’d Dialogo First-Pass Cinematic Dialog Designo Smooth Motion Cutsceneso Actual Music and Audioo Finished Level Events
ME2: Level Creation Phases
• Phase 5: Finaling• Can you feel the awesome?• Deliverable: Final Level
o Everything tweaked, balanced, and polished.
ME2: Level Creation Phases
• <Combat Video illustrating phases 1 to 4>
• <Dialog and Cutscene Video illustrating phases 1 to 4 >
ME2 Level Creation: Our Production Process
What we borrow from Lean Manufacturing:• Focus on the elimination of waste
oMuda: “waste”oMuri: “overburden”oMura: “variation”
Kaizen (wisdom through learning/schooling)• Continuous improvement plan
ME2 Level Creation: Our Production Process
Agile & Scrum
• Releases & Sprints
• Goals & Planning
• Team Size & Composition
• Product Owner & Reviews
ME2 Level Creation: What Works
• Pairing Level Art & Design
• Co-locating Teams
• Time-boxing
• Going deep with some levels
ME2 Level Creation: What Works
• 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 Pitfalls
• Missing a step can hurt
• “Special Snowflakes” - every level wants to be one
• Level teams getting too big
• Creatures need to be “representative” and completed early
ME2 Level Creation: Conclusion
Reflection• Would this have worked on ME1?
Message• Do only the work that answers the right
questions in the right order.