tag:blogger.com,1999:blog-30579660.post1466561640053831434..comments2024-03-27T18:40:53.856-04:00Comments on Joel Burgess: GDC 2014 Transcript: The Iterative Level Design Process Used to Ship Fallout 3 and SkyrimJoelhttp://www.blogger.com/profile/09816332769743524346noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-30579660.post-43992299184568239992015-07-29T10:02:06.931-04:002015-07-29T10:02:06.931-04:00Yeah, at the pass 1/layout stage, the level is a v...Yeah, at the pass 1/layout stage, the level is a very basic space, bereft of any real content within. It's not the sort of thing many non-developers would look at and see much. This isn't a big problem, though, as the work is peer-reviewed. We're used to looking at this kind of early-phase work and seeing its potential.<br /><br />Layout definitely changes when it comes to the gameplay pass. Large-scale changes (ie: a U-shaped level becomes an O-shaped hub) are less common than changes to the layout of an area or arena, as we tend to focus on specific encounters rather than wholescale pacing; hopefully we had the vision to get that sort of thing mostly right in the earlier layout phase.<br /><br />We do create test spaces for specific devices and mechanics, but avoid it as much as possible, preferring instead to do tests in real environments.Joelhttps://www.blogger.com/profile/09816332769743524346noreply@blogger.comtag:blogger.com,1999:blog-30579660.post-12195189773719639312015-02-24T12:19:37.447-05:002015-02-24T12:19:37.447-05:00Quite intimidating to be the first to comment on t...Quite intimidating to be the first to comment on this! It's probably the most brilliant article I've ever read about level design. Although it's very specific, there are lessons to be learned for any designer, notwithstanding her games' scope. And it efficiently complements your other writings about modular levels and open world design. Thank you very much for sharing your precious experience!<br /><br />I have a few questions:<br /><br />Is the result of the layout step an empty map? How do your coworkers read it? Who really gives feedback on it?<br /><br />In your experience at BGS, how much may the layout change during the gameplay pass?<br /><br />Before you start working on specific levels, do you use specific tests levels to try the 3C's out? For example to "find the fun" for each dragon shout in Skyrim?Anonymoushttps://www.blogger.com/profile/15355713029107127688noreply@blogger.com