Friday, April 19, 2013

Skyrim's Modular Level Design - GDC 2013 Transcript


Skyrim’s Modular Approach to Level Design

Originally presented @ Level Design in a Day, GDC 2013
Co-Authored and Co-Presented w/Nate Purkeypile
Slides available here.


While many developers understand the basic concepts behind a modular system, and some have dabbled in it for a project or two, very few have made a career out of it.  That’s exactly what Nate and I have done, however.  Our current project will be our fifth together in the near-decade we have known and worked with each other.  Every one of these projects has taken this kit-based approach, including those we worked on before joining Bethesda.


We recently realized that there are many unspoken understandings we and our colleagues share; expectations and assumptions taken for granted as part of our process. We've struggled to explain ourselves in detail for new artists and designers who had joined our team.  This talk was a way for us to explore and articulate this accumulated knowledge.

To understand our approach, it’s useful to know where we’re coming from as developers, and where Bethesda Game Studios is coming from as a whole.

Tuesday, March 19, 2013

Gamasutra Feature - LDiaD Roundtable

Myself and a few of the other gents involved with the 2013 Level Design in a Day Bootcamp were recently asked to answer a few questions from members of the public. We happily obliged.

You can check out the full, roundtable-style feature over at Gamasutra. Topics discussed include designer workflow, player guidance, and the role of the level designer on past and future teams.  Got more questions for the group? Hit us up on twitter and we'll see what we can do.

Speaking of which - we're just a week out from GDC!  Hope to see you there - but if you can't make it, stay tuned to this space.  I'll be posting the slides for my session this year, which is focused on the modular, kit-based approach to level design we have embrace for many years at Bethesda.