The Iterative Level Design Process for BioWare’s MASS EFFECT 2 Game Developer Conference 2009 Corey Andruko – Project Manager, Mass Effect 2 Dusty Everman.

Slides:



Advertisements
Similar presentations
The Road to Agile From the Bottom Up Kevin Malley Tracey Clark 1 March 20 th, 2013 SWOQG.
Advertisements

User Experience Krista Van Laan. Agenda What is User Experience? How does a User Experience team support the rest of the organization? What processes.
Transition to Scrum Midway through a AAA Development Cycle: Lessons Learned Asbjoern Malte Soendergaard Development Manager Crytek GmbH.
Applying evo to a project An Agile and EVO Workshop Based on the article Measuring Agile Value in Overload 89, by Ryan Shriver, and used with his permission.
 Truths About Change  Work Smarter, Not Harder  Lean Processing  Wants and Needs  How do we begin?
An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?
What’s a Writer to Do? Redefining our Role in Crafting Player-Driven Narratives.
Year 11 GCSE Coursework Guide MECHANICAL TOY
Steve Collins Richland County IT Manager Agile.  Have Fun  Learn About Agile  Tell Some Stories.
COPYRIGHT © 2012 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 1 Agile documentation development methodology Giby Panicker and Judith Benjamin 1-Dec-2012.
Modeling the Process and Life Cycle CSCI 411 Advanced Database and Project Management Monday, February 2, 2015.
Game Art Jobs From Game Design Chapter 8 - The Development Team By Bob Bates.
Centralized Content Creation Dan Forden Director of Central Content Groups Midway Games, Inc.
© conchango Agile Architecture Microsoft Architect Insight Conference Howard van Rooijen
NAUG NAUG Knowledge Evening – th February 2007.
Creating First Person Movement for MIRROR'S EDGE Jonas Åberg, Lead Programmer, DICE Tobias Dahl, Lead Animator, DICE.
Level Creation Pipeline from Sketches to the Level.
Spring 2007COMP Design Teams Team Structure Interdisciplinary Teams.
Aug 24, Fall 2005ITCS4010/50101 Design Teams Team Structure Interdisciplinary Teams.
Chapter 8 Managing IT Project Delivery
Computer Engineering 203 R Smith Agile Development 1/ Agile Methods What are Agile Methods? – Extreme Programming is the best known example – SCRUM.
Sep 14, Fall 2006IAT 4101 Design Teams Team Structure Interdisciplinary Teams.
Software Development Overview CPSC 315 – Programming Studio Spring 2009.
Valve’s Design Process for Creating Half-Life 2  Presented by David Speyrer and Brian Jacobson.
Software Development Overview CPSC 315 – Programming Studio Spring 2008.
The Product Owner prioritizes the requirements or features through feedback from the Stakeholders & interaction with the core team The Team.
Gearbox Software PRODUCTION PIPELINE – JOBS TITLES – JOB DESCRIPTIONS.
SystematicSystematic process that translates quality policy into measurable objectives and requirements, and lays down a sequence of steps for realizing.
Notes on the Game Development Process
The Iterative Level Design Process for BioWare’s Game Developer Conference 2009 Corey Andruko – Project Manager, Mass Effect 2 Dusty Everman – Lead Level.
Chapter-3 Agile Development
CSE G674/2009 Project Project Management Section Presented by: Amir Aref Adib.
Chapter 5 Software Process Models. Problems with “Traditional” Processes 1.Focused on and oriented towards “large projects” and lengthy development time.
Current Trends in Systems Develpment
Building a new HMS from scratch Bite size software delivery Richard Troote Alex Stephenson Head of ICT Head of Property Services.
Embracing change with Extreme Programming Method Engineering Erik ten Brinke
1 Massive Entertainment Petter Sydow. 2 Starting facts Petter Sydow, Vice President of Product Development Massive Entertainment, Malmö, Sweden World.
9am12pm3pm6pm9pm12am 1am9am12pm3pm6pm9pm12am3am6am9am SLEEP M1: Tech. Demo Navigate empty world using imported art. M1: Tech. Demo Navigate empty world.
Agile: Lessons Learned (a retrospective) Tony
THE AGILE MENTALITY CHAPTER Topics  Why Use Agile and Scrum?  Agile Development –Manifesto for Agile Software Development  Scrum Methodology.
Software Development Overview CPSC 315 – Programming Studio Spring 2013.
IT Services Transition Weekly Client Services Working Session March 4th, 2011 | Friday | 10:00am – 11:00am.
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.
Bringing Sense, Sensibility, and Sanity to projects.
Maths & Technologies for Games Production Processes & Asset Management CO3303 Week 10.
WATERFALL DEVELOPMENT MODEL. Waterfall model is LINEAR development lifecycle. This means each phase must be completed before moving onto the next!!! WHAT.
January 24, 2009 Agile Product Management Making Things Happen Walter Bodwell Planigle.
F UNDAMENTALS OF G AME D ESIGN G AME L EVEL D ESIGN Sayed Ahmed BSc. Eng. in CSc. & Eng. (BUET) MSc. in CSc. (U of Manitoba)
Digital Storytelling Trends/Issues in Technology.
CSPC 464 Fall 2014 Son Nguyen. 1. The Process of Software Architecting, Peter Eeles, Peter Cripss 2. Software Architecture for Developers, Simon Brown.
Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,
It’s Agile …. like! A Corkman’s introduction to Agile software delivery.
Lecture 15 Chapter 8 Managing IT Project Delivery.
VIDEO GAME PRE-PRODUCTION GAME DESIGN MRS. CLOUD.
Introduction to Agile. Introduction Who is this guy?
Scrum Overview. Agenda What is scrum…and what it isn’t Scrum’s Characteristics The Scrum Process Scrum Phases Measurements Key Practices Backlogs Sprint.
SPECKING OUT AAA ART DEVELOPMENT Know the Hell you’re getting into!
Software Quality Assurance Chip Ene, February 14, 2015.
Managing Agile Software Development Teams Using Scrum AKA: Wrangling Developers for Fun and Profit!
CS 134 Design Documents.
Agile Project Management and the yin & yang of
What is Hallowcast? Hallowcast is a Steampunk RPG in which you play as an inventor called John Hallowcast. After one of his inventions turns against him,
Scrum and TargetProcess
Learning from Postmortems (slides adapted from Michael Mateas)
Iterative Level Design
Scratch – Game Testing My Game Creation.
Agile, Scrum and CMMI Methodologies
Software Development Overview
Product Development & Planning
Presentation transcript:

The Iterative Level Design Process for BioWare’s MASS EFFECT 2 Game Developer Conference 2009 Corey Andruko – Project Manager, Mass Effect 2 Dusty Everman – Lead Level Designer, Mass Effect 2

MASS EFFECT2: Level Design Do only the work that answers the right questions in the right order

Agenda I.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.Conclusion V.Q&A

ME2 Level Design ME2 Iterative Design Process Evolution from lessons learned during ME1

ME1: Level Creation Teams Writers plots, characters, dialog, journals Level Artists layout, modeling, texturing, lighting Cinematic Animators animator cutscenes Cinematic Designers cinematic dialogs, designer cutscenes Technical Designers scripting, integration of level content

ME1: Level Creation Plots (Writer) 2D Map (Writer/ Level Artist) Block Level (Level Artist) Level Art (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 Assumes pieces will just fit together Deliverables not always judged in game 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 isn’t encouraged Intractable performance issues Levels rarely playable o Difficult to evaluate new game mechanics or creatures o QA testing hindered o Late review of content Cut content (e.g. Caleston)

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 o Always at performance

ME2: Level Creation Phases Phase 0: Narrative Overview Phase 1: Narrative Playable Phase 2: White Box Phase 3: Orange Box Phase 4: Hardening Phase 5: Finaling

ME2: Level Creation Phases Phase 0: Narrative Overview What is the story? Deliverable: Documentation o Narrative o Characters o 2-D Layout o Art Themes o Cutscene Descriptions

ME2: Level Creation Phases Phase 1: Narrative Playable Is the pacing and spacing good? Deliverable: First Playable o Box Level Geometry o Concept Art o Placeholder Set Pieces o “Box Level” Dialogs o Pop-up Cutscenes o Prototyped Level Mechanics “Level Blasting Site”

ME2: Level Creation Phases Phase 2: White Box Can you see the fun? Deliverable: Representative Collision o Box Level Geometry -> First Pass Static Mesh o First Pass Dialog o Bronze Combats, (basic cover placement) o Animatic Cutscenes o Placeholder Music

ME2: Level Creation Phases Phase 3: Orange Box Is it fun? Deliverable: Actual Collision o Untextured Static Mesh o Dialog Ready for VO o Dialogs Cinematically Blocked Out o Silver Combats (full cover placement) o Basic MoCap Cutscenes

ME2: Level Creation Phases Phase 4: Hardening Could this be shipped? Deliverable: “Finished” Level o Textured and Lit Level Art o VO’d Dialog o Cinematic Dialog o Gold Combats (fully scripted) o Smooth Motion Cutscenes o Actual Music and Audio

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 Example Videos Combat

ME2: Level Creation Phases Example Videos Dialog and Cutscenes

ME2 Level Creation: Our Production Process What we borrow from Lean Manufacturing Focus on the elimination of waste o Muda: “waste” from non-value added work Only do the work we are willing to iterate upon o Muri: “overburden” Time boxes & load balancing o Mura: “variation” Established deliverables at each phase

ME2 Level Creation: Our Production Process What we borrow from Lean (cont’d) Kaizen (wisdom through learning) o Continuous improvement plan Level Reviews … at each phase (can “raise the bar”) Peer Reviews … 1 time events Level Design “Mindshare” meetings … weekly

ME2 Level Creation: Our Production Process Agile & Scrum - Terminology Backlog: o List of prioritized functionality you want added to your game Sprint: o Fixed period of time in which a team’s goals do not change Sprint Review: o Formal review of a team’s Sprint goals Time Box: o Time value for how much you are willing to invest in a specific amount of content

ME2 Level Creation: Our Production Process Agile & Scrum ME2 Project overall uses Scrum o Sprint planning initially worked well for Level Design Established Time Boxes, called out technical complexity o Level Design has shifted away from Scrum Retained principles - playable levels, communication We don’t always live in the ideal world o Hitting Time Boxes over completing specific levels

ME2 Level Creation: Our Production Process Agile & Scrum (cont’d) Team Size & Composition o “Dogpiles” o Stick to the core Product Owner & Reviews o At-desk previews o Creative signoff o Are the next steps clear?

What Works Pairing Level Art & Level Design Co-locating Teams Time-boxing Going deep with some levels ME2 Level Creation: Our Production Process

What Works (cont’d) 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: Our Production Process

What Doesn’t Work (Pitfalls) Missing a step can hurt (e.g. Concept Art, Writing) “Special Snowflakes” - every level wants to be one Level teams getting too big Creatures need to be “representative” early

ME2 Level Creation: Conclusion Reflection Would this have worked on ME1? o YES … the “questions” may have been different o Caleston would have been reviewed earlier o Less integration work (Level Art & Level Design) o Caught performance issues earlier Hitching or long load elevators on the Citadel

ME2 Level Creation: Conclusion Do only the work that answers the right questions in the right order

Questions? Corey Andruko – Dusty Everman –