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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 rickz

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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_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?What Came Before?

Oblivion Oblivion Staff Staff

1 Dungeon Art Lead4 Dungeon Artists3 Level Designers (late)8 Busy Individuals

OblivionOblivionDungeonsDungeons

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How do 8 people build How do 8 people build 255 dungeons/levels?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?What Now?

Fallout3Fallout3Staff Staff

6 Level Designers (peak)4 Environment Artists

Fallout 3 Fallout 3 SpacesSpaces

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Fallout 3 LD WorkflowFallout 3 LD WorkflowIterative Passes, Formal Collaboration

Pass 1: Basic LayoutPass 2: Refine, Populate, ScriptArt Pass: Lighting, Detail ClutterPass 3: Polish for ShipPass 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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