Originally presented as part of GDC 2013 Level Design in a Day bootcamp. Co-talk between level designer and artist about the how and why of building massive games with modular art kits.
Where We’re Coming From
●Bethesda Games are Big
●We value high-mileage
● In our systems, art, team - everything
●Beliefs + Circumstance + Experience = Culture
●How can our culture benefit yours?
Pro – Instant, Game-wide Art Deployment
●Art changes propagate automatically
●Artwork viewable in “real” context
●Zero impact on Design workflow
●Keeps Cosmetic Control w/Art
●Aesthetic Process Not Rushed
Pro - Iteration Speed
●High flexibility &
agility
●Fastest Workflow Ever?
●No Turnaround Time
●1:1 Correlation w/Final Layout
Con - Total Dependence on Art
●Design empowered only if kits available and good
●Art/Design Relationship is Imperative
Common LD – Art Relationship
● Level Designers Build early version of level
● In-Editor: BSP, Graybox
● External Tools: Sketchup, 3ds Max, etc
● Abstract: Documents, Paper Maps
● Then: Hand off to art
Before You Begin
●What “Sub-kits” will be made?
Cave – Used 200 times Ratway – Used Twice Nordic – Used 150 times
Small Hall Hall Small Hall
Large Hall Circular Room Large Hall
Small Room Square Room Small Room
Large Room Large Room
Epic Room Temple Room
Shaft Stairwell
Balcony
Footprint Sizes
● Equilateral Sizes are common:
● 512x512x512
● Play with Proportions
● 256x256x1024
● Sub-Kits on same grid size or multiples of it.
● 256X256x256 can match 512x512x512
● 256x256x256 cannot match 384x384x384
Keep Your Grid Snaps Large
(unhappy LD)
(happy LD) Grid Snap Size
Understanding Footprint
●Footprint = full bounds of a piece
●Including Negative space
●Pieces should exist within the footprint
● Footprintis not the traversable space
● Avoid temptation to build outside footprint
Where Do Kits Come From?
●Concept
● Visual Theme, Gameplay Goals, Scope, Sub-Kits, etc
●Proof
● Build out one or a small number of prototype pieces
●Core Pieces
● “Graybox” versions of high-use pieces in all sub-kits
“Graybox” Core Pieces
●Create a graybox of your primary sub-kit
●Figure out problems early on
●Focus on function, not aesthetics
Naming Conventions
●Be Consistent w/other Kits
●Balance Brevity & Meaning
●Avoid over-abbreviation
●But keep names recognizable
●Decide early - Difficult tochange
●Use “01” as a suffix to allow for variants
Pivot Placement
● Consider designer workflow & usage of the kit
● Pivots at bottom-center are most common
● Exceptions exist, such as:
● Platform Kit (bottom of platform)
● Pipe Kit (hinge pivot)
● Alcove (edge of alcove)
Pivot
Stress Testing Kits
● Don’t test in ideal conditions – this proves nothing
● Consider all possible use cases, likely and otherwise
● Then decide which to support
● Have answers for later
Common Problems: Loopback Issues
• Double Kit on itself
• Look for Gaps
• Avoid Patch Pieces
• Find Footprint Issues
Where Do Kits Come From?
●Concept
● Visual Theme, Gameplay Goals, Scope, Sub-Kits, etc
●Proof
● Build out one or a small number of prototype pieces
●Core Pieces
● “Graybox” versions of high-use pieces in all sub-kits
● Building Out
● Push for Functionally-Final, Begin Sharing w/Team
Concept Proof Graybox Build Out
Phase Phase Phase 4-8 weeks
Additional
Level Designers
Concept Stress Test Educate
Concept Proof Core Build Out
Start Making It Real Art
●Art worries about this part - Design can start building
●Doesn't impact the flow/design of the level.
●Can be swapped out seamlessly.
●One “Visually Final” piece before building whole kit.
Learn the Rules, Break the Rules
●With Fallout3, we begin bending our own rules
●Always keeping in mind the ideas behind them
● Choose and acknowledge logic quirks.
● “This one tiles vertically.”
● “These floors are placed independently.”
● “The halls in this one are curved.”
Rule-Bending: Always Remember the Cost
●Art/Design compromises
●Art –Looks better, takes longer
●LD – Harder to work with
●Worth it? Case by case
Pivot and Flange - Downsides
●LD build process is more linear
●Introduces non-obvious errors
● Be aware and communicate this to LDs
●Bad for Highly Specific Architecture
Shell-Based Building: Skyrim Cave “Rooms”
●Organic Space + Orthogonal Kit = Problem
●Skyrim Caves used large “shells”
●Inset with tiling wall sub-kits
●Adds very few pieces
Directionally Restricted Kits
●Snap together only in certain rotations
●Some Examples:
● Unique in every direction
● “Front/Side” pieces
● Asymmetrical halls
Platform Kits
● Add “Planes of Play”
● Low Piece Count
● Bite-sized “LD art”
● Works with all sub-kits.
Kit Mashups
● Remember: Encourage Mix-n-Matching Kits
● “Glue Kits” – small kits made for blending
● Multiplier on visual variety options
● Requires compromise on art & design