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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!
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Production The thrilling world of workflow
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When is production? When you’ve got: A plan/GDD A budget A prototype/VS A timeline Tools Fun!
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Level Design
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Workflow/Pipeline Image courtesy of rickzrickz
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Why Bother? Who wants red tape? Save time Avoid frustration Control iteration Manage budget Avoid crunch, delays
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The Frontlines Pipeline
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The Handoff
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The phases Phase 0: it exists Phase 1: it’s got stuff in it Phase 2: even more stuff! Phase 3: The GM says it’s done Not all bad: as a designer, it’s kind of fun!
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Why did it happen?
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Our current process
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Stages Contain steps Time boxed Clear deliverables Approvers Responsibilities
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What is locked?
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The Process Research & Concept Blockout & test Iteration & Vetting Refinement & Playtesting Optimization, Art content, bug fixing
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A less crazy document
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How’s it going? - Time estimates off + collaboration improved + No cut maps
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Key Ingredients Unambiguous goals Defined stages Established approvers “The courage to be clear” It’s not about feelings
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Single player process Image courtesy of max_westbymax_westby
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Process breakdown
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The Swarm
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Positives Focus Team work Coherency Specialization
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How do we do it? Unreal – architected for sharing
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Submaps
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The tangled web
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Map Lead Produces known-good builds Insures seamless linking between sections Handles save/load issues
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Drawbacks Loss of mission ownership Technically challenging
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Will it work for you? Does it fit your game? Can your tools support it? Will it work for the developers?
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How’s about Fallout 3? Take it Joel
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55 Ayleid Ruins 57 Imperial Forts 24 Mines 09 Sewers 19 Oblivion Realms 91 Caves. 255 Dungeons What Came Before? Oblivion Staff 1 Dungeon Art Lead 4 Dungeon Artists 3 Level Designers (late) 8 Busy Individuals OblivionDungeons
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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
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13 Metro Tunnels 12 DC Neighborhoods 26 Office Buildings 06 Vaults 15 Other 8 Caves 68 “Z” Cells. 148 LD Locations What Now? Fallout3Staff 6 Level Designers (peak) 4 Environment Artists Fallout 3 Spaces
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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
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In Conclusion Production is hard Develop a pipeline Communicate concrete goals Stay flexible
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Contact forrest.dowling@kaosstudios.com forrest.dowling@kaosstudios.com @stuckbug
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