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Level Design Challenges & Solutions - Mirror's Edge
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Level Design Challenges & Solutions - Mirror's Edge

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Slides from Elisabetta Silli's talk in the GDC Europe 2010 panel about level design. …

Slides from Elisabetta Silli's talk in the GDC Europe 2010 panel about level design.

Movie content can be found on:
http://publications.dice.se

Part designer, part producer, programmer and artist, what is it that makes a level designer effective? The short answer: knowing how to balance all of these roles to maximum effect! This session will examine situations from three AAA games, and the specific challenges they brought about and the solutions required to surmount them. Are level design approaches for radically different games inherently similar, or do accepted methods need to be drastically altered to fit the unique nature of the project? An examination of Alan Wake, Mirror's Edge, and Brink will help answer this question, and many others.

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  • 1. Level Design Challenges & Solutions Elisabetta Silli - Level Designer - EA DICE
  • 2.  
  • 3.
    • Vertigo and Metrics
    • Streaming content
    • The analog nature of Faith’s movement
  • 4. Challenge:
    • To convey the feeling of vertigo and enhance the first person body experience, we pushed all the jumps to the very limit. This led to unclear affordances and very difficult jumps.
    •  
  • 5. Solutions:
    • Moving all the non-reachable surfaces further away from the play area.
    • Strategic placement of red objects in the player path.
    • Adding special objects such as ramps at the edge of buildings.
  • 6. Challenge:
    • Every time you exited an area we needed to unload the previous one and load the next. Between them, we had to create streaming zones big or busy enough to confine the player   until the loading was finished.
    •  
    •  
  • 7. Solutions:
    • Safe streaming zones with elevators.
    • Combining small movement puzzles with animated objects.
    • Movement puzzles.
  • 8. Challenge:
    • Due to varying player speeds and the ability to string moves together, it was very hard to predict and restrict where the player could go.
  • 9. Solutions:
    • Strategic building and object placement.
    • Adding objects like special fences that the player couldn’t climb or vault over.
    • “ Non-movement volumes”
  • 10. Time Trial:
    • Transforming weakness to strength.
    • Alternative to the multiplayer.
    • Added value for the player.
  • 11. Takeaways:
    • Lock and test metrics early.
    • Plan ahead streaming content.
    • Fun comes first.
  • 12.  

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