Jimmy Chattin - I make better games.

Sunday, April 14, 2013

GDC-2.0-AAA Level Design in a Day (2/2)

Art + Design + Programming = Level


Modular Level Design for Skyrim 

by Joel Burgess and Nathan Purkeypile (Bethesda Game Studio)



Bethesda games are BIG.
Scope is an integral part of the experience (delays don’t lose weeks, but months).
“…always move forward to explore our new ideas.”
Bethesda has efficiency focused studio culture.
KITS – A contextual system snapped to grids that is more than a sum of its parts.

http://level-design.org/wp-content/uploads/2012/02/creationkit_1322839910.jpg

Pros (+) and Cons (-) of Modular Level Design
                + Reusable art mitigates scope.
                                Beliefs + Circumstances + Experience = Culture
- Art fatigue happens (breaking immersion from recognizing assets in-game).
Abolish copy-paste design!
Disassociate enemy types and gameplay with setting.
Encourage asset mix-n-match when laying-out a level.
Artists need to ‘let go’ of protecting assets from being warped and edited.
+ Low artist / designer ratio.
- High complexity exists (artists need to know a lot of left- and right-brain techniques to be useful).
                Modular design requires an art and technology understanding.
                Bug fixing can be delicate.
+ Instant, game-wide art deployment.
                Zero impact on the design workflow.
                Artwork is viewable in a ‘real’ context.
                There’s cosmetic control with art (the aesthetic process is not rushed).
+ Iteration speed is quick.
                High flexibility and agility when making levels.
                1:1 correlation with final layout (fastest workflow ever?).
- The process has a dependence on art.
                An art and design relationship is imperative.
                The process must use abstract units for scale.
                Set standards for doorframe sizes.
                Set a minimum standard for width of a space.
                Figure out inclined angles that are traversable and what is too steep.

KIT Building
Concept Phase (a week or so timeline)
                Art: What is the visual theme?  What is the visual goal?
                How widely is this KIT used?
                What sub-KITs are needed? (The Cave KIT has large hall, round hall, etc.)
Proof Phase (2-3 weeks)
                512x512x512 dimension sizes were used (these can change per project, however).
                All sub-KITs are multiples of the standard sizes.
                Keep grid snaps large!
                Don’t tile on all 6 axis.
                Don’t build outside of a ‘footprint’ space when designing.
Greybox Core Phase (1-4 weeks)
                Greybox the most used sub-KIT as a priority.
                Focus on function, not aesthetics.
                Naming conventions should be used and must be consistent (while avoiding abbreviation); decide on conventions early because they are difficult to change later.
                Use ‘01’ as a suffix for all assets.
                [KIT name]-[sub-KIT]-[object name]-[suffix] // An example of naming an asset.
                Pivot placement is decided on usage and design (there are exceptions).
                Test all greyboxing.*
Build-Out Phase (4-8 weeks)
                Create one ‘visually final’ piece before building the whole KIT.
                Avoid Hero pieces (a single-use statue worked-on for 2 months).
                Helper markers (placed on the roof of a piece) give a run-down of the info of a piece.
Polish Phase!
                Avoid the temptation to add every suggested piece.

http://worldofleveldesign.com/categories/level_design_tutorials/images/010-reverse-engineering-level-design-00.jpg

Art / Design Compromises
Art: It looks better, but takes longer.
Design: It helps in gameplay and world-building, but it’s harder to work with.
Read: Modular Level and Component Design by Lee Perry.

* Don’t test in comfortable settings / ideal conditions.
                Common problem: Loopback issues.
                                Avoid ‘Patch’ pieces (no band aids!).
                                Find footprint issues.
                Common problem: Unable to stack (co-planar issues).
                                Define common ‘gaps’.
                Common problem : The ‘Hall Room’.
                                Somebody will try unsupported issues (does the system support it or no?).


// NEXT - The Future of Storytelling: How Medium Shapes Story by Jesse Schell

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