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Design + Production Presented by Robin Walker
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Design + Production Half-Life 2 development process Half-Life The cabal.
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Design + Production HL2 Massive This talk: Iteration & collaboration Decentralized design Game-wide passes Symbolic links Choreo scenes
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HL2 Team Overview ~30-40 People, 5 years 3 Cabals Programmers & Level Designers Art Team Artists & Level Designers Choreo Team Artists, Level Designers, & Writer
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Cabals Goal: Chapter production Design (~3 months) Story Brainstorming Level Layout Iteration (~3 months) Playtest -> Revise -> Playtest Art passes
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Chapter Production Constraints: schedule, story Better focus Faster iteration He who designs it, builds it Driven to reduce dependencies
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Problem: Consistency More interactive Competing designs Bad design economy Assumptions about previous chapters Player training Chicken & Egg: Chapter transitions
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Solution 3 game-wide passes First: Chapter production Second: Experience density Cross-pollination & training Story Cuts Third: Game-wide quality A better method for building games How?
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Symbolic Links A named link between pieces of content. Allows: Specialists. Consistency. Painless game-wide iteration. Implementation abstraction. Run-time links. Symbol saving.
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Examples Game sounds Materials Props Scripting Response rules Contextual link Choreo scenes
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HL1: Scripted Sequences Animations for a set of NPCs, played in unison. Monolithic animations. Level placed sounds / dialog. Costly to produce: ~30 sequences (~10 minutes total running time) Rarely re-usable. Single owner. Easily “stalled”.
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Problem: Interactivity Undefined world state Player / NPCs Objects
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HL2 Choreo Scenes A scene for a set of NPCs AI commands, facial animation, game events, sounds, etc.
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HL2: Choreo Scenes Robust Independent content creation & iteration Late features, scenes untouched Powerful Traditional, multiple character acting scenes Responsive Improved minor interactions Gender independent speech Model independent animation Emotional states
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HL2: Choreo Scenes Massive improvement: ~1800 scenes (~3 hours total running time) Re-usable: Code Gestures Higher quality Production rarely stalled.
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In Summary HL2: Iteration & collaboration Multiple game-wise passes Symbolic links Future: Code solutions, process solutions.
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Questions? Questions?
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Methodology 3 game-wide passes A better production method Symbolic links Iteration, consistency, abstraction HL2 choreo scenes vs HL1 scripted sequences Better & cheaper
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Interactive Scenes Scene timeline is flexible Scene pausing to wait for game events Faking NPC intention through event anticipation Synchronisation between animations and timeline.
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Physics Gameplay Real work begins after integration of physics engine. Every time we build a new physics puzzle, we write code. Fan Puzzle Balancing physics reality with player desires. 180 turns with held items Players think everything is "physics".
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