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Please Note

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Title: Please Note


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2
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!

3
Production
  • The thrilling world of workflow

4
When is production?
  • When youve got
  • A plan/GDD
  • A budget
  • A prototype/VS
  • A timeline
  • Tools
  • Fun!

5
Level Design
6
Workflow/Pipeline
Image courtesy of rickz
7
Why Bother?
  • Who wants red tape?
  • Save time
  • Avoid frustration
  • Control iteration
  • Manage budget
  • Avoid crunch, delays

8
The Frontlines Pipeline
9
The Handoff
10
The phases
  • Phase 0 it exists
  • Phase 1 its got stuff in it
  • Phase 2 even more stuff!
  • Phase 3 The GM says its done
  • Not all bad as a designer, its kind of fun!

11
Why did it happen?
12
Our current process
13
Stages
  • Contain steps
  • Time boxed
  • Clear deliverables
  • Approvers
  • Responsibilities

14
What is locked?
15
The Process
  • Research Concept
  • Blockout test
  • Iteration Vetting
  • Refinement Playtesting
  • Optimization, Art content, bug fixing

16
A less crazy document
17
Hows it going?
  • - Time estimates off
  • collaboration improved
  • No cut maps

18
Key Ingredients
  • Unambiguous goals
  • Defined stages
  • Established approvers
  • The courage to be clear
  • Its not about feelings

19
Single player process
Image courtesy of max_westby
20
Process breakdown
21
The Swarm
22
Positives
  • Focus
  • Team work
  • Coherency
  • Specialization

23
How do we do it?
  • Unreal architected for sharing

24
Submaps
25
The tangled web
26
Map Lead
  • Produces known-good builds
  • Insures seamless linking between sections
  • Handles save/load issues

27
Drawbacks
  • Loss of mission ownership
  • Technically challenging

28
Will it work for you?
  • Does it fit your game?
  • Can your tools support it?
  • Will it work for the developers?

29
Hows about Fallout 3?
  • Take it Joel

30
What Came Before?
55 Ayleid Ruins 57 Imperial Forts 24 Mines 09
Sewers 19 Oblivion Realms 91 Caves
. 255 Dungeons
Oblivion Dungeons
1 Dungeon Art Lead 4 Dungeon Artists 3 Level
Designers (late) 8 Busy Individuals
Oblivion Staff
31
How do 8 people build 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

32
What Now?
13 Metro Tunnels 12 DC Neighborhoods 26 Office
Buildings 06 Vaults 15 Other 8 Caves 68 Z
Cells . 148 LD Locations
Fallout 3 Spaces
Fallout3 Staff
6 Level Designers (peak) 4 Environment Artists
33
Fallout 3 LD Workflow
  • Iterative Passes, Formal Collaboration
  • Pass 1 Basic Layout
  • Pass 2 Refine, Populate, Script
  • Art Pass Lighting, Detail Clutter
  • Pass 3 Polish for Ship
  • Pass 4 Bonus Polish Time
  • 1-5 Days per pass, depending on Size
  • Passes Scheduled to match dependency
  • Shared ownership, one party accountable

34
In Conclusion
  • Production is hard
  • Develop a pipeline
  • Communicate concrete goals
  • Stay flexible

35
Contact
  • forrest.dowling_at_kaosstudios.com
  • _at_stuckbug
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