This level design document summarizes a level called "The Cavern" for the video game Uncharted 4. The level takes place in the Hang Son Doong cave in Vietnam, the largest cave in the world. The player controls Nathan Drake as he explores the cave to find clues about treasure while avoiding enemies. The level features traversal mechanics, stealth, and combat. It also incorporates symbolic story elements and finds from a lost expedition to provide narrative context for exploring the cave and escaping.
FPS 레벨 디자인_포트폴리오_폭파미션 Nuclear Power Plantdongjidong
This document discusses the level design for a Counter-Strike mission set in a nuclear power plant. It includes an index listing areas of the level labeled A-1, A-2, A-3, M-1 and M-3, which seem to refer to different areas or maps within the power plant. The level design focuses on an FPS style mission around sabotaging or exploding the nuclear power plant.
Art Direction for Uncharted 2: Among ThievesNaughty Dog
The document provides an overview of the process for designing environments and visuals for the video game Uncharted 2. It discusses how the art director and environment artist split up tasks based on their strengths, with the art director focusing on concept and marketing and the environment artist handling implementation. It then goes into details on how they develop concepts and style guides, iterate on designs, use color, lighting and shapes to convey mood, and translate blocky level designs into detailed environments through layered modeling and texturing based on research and references.
FPS 레벨 디자인_포트폴리오_폭파미션 Nuclear Power Plantdongjidong
This document discusses the level design for a Counter-Strike mission set in a nuclear power plant. It includes an index listing areas of the level labeled A-1, A-2, A-3, M-1 and M-3, which seem to refer to different areas or maps within the power plant. The level design focuses on an FPS style mission around sabotaging or exploding the nuclear power plant.
Art Direction for Uncharted 2: Among ThievesNaughty Dog
The document provides an overview of the process for designing environments and visuals for the video game Uncharted 2. It discusses how the art director and environment artist split up tasks based on their strengths, with the art director focusing on concept and marketing and the environment artist handling implementation. It then goes into details on how they develop concepts and style guides, iterate on designs, use color, lighting and shapes to convey mood, and translate blocky level designs into detailed environments through layered modeling and texturing based on research and references.
Amazing Feats of Daring - Uncharted Post MortemNaughty Dog
This summary provides an overview of the document:
1) The document discusses a talk given by Richard Lemarchand about the development of Naughty Dog's first PlayStation 3 game, Uncharted: Drake's Fortune.
2) It describes Naughty Dog's development process, including their open culture where all employees contribute ideas, lack of formal producers, iterative design process, and emphasis on playtesting.
3) It outlines the timeline for Uncharted, including one year of pre-production to determine design principles inspired by pulp fiction, and two years of full production. Key gameplay elements like traversal, exploration, gunplay, and puzzle solving were identified.
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.
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
2016년 인벤 게임 컨퍼런스에서 발표한 실전 시나리오라이팅 - PD가 원하면 나는 쓴다 - 입니다.
성과발표는 아니고 주로 튜터리얼적인 의미로 만들었습니다.
대부분 카피라이트를 넣었고, 표지가 나오는 경우에는 넣지 않은 것도 있습니다.
#igc2016 #시나리오 #게임시나리오
2014년 9월부터 12월까지 3개월 단기 프로젝트로 진행되었던 교내 단기 프로젝트의 개발문서이다.
프로젝트를 진행하다보면 기획자로써 어떠한부분이 부족하고 보완해야하는지 많은 고민을 할 수 있어서 좋다.
많은 부분을 녹여내지는 못했지만 코어시스템부분은 내가 생각한데로 녹여낸것 같아 다행이다..
팀원들이 바쁜일정속에 이렇게 따라와주고 완성되어 매우 흡족!? 하다.
Building Non-Linear Narratives in Horizon Zero DawnGuerrilla
The document describes the quest system used in Horizon: Zero Dawn. Quests are built as a graph of steps (plot points) linked by cause and effect. Each step is defined by an action the player must perform, chosen from a limited set of verbs. This allows for nonlinear quests while keeping creation simple. The system was successful, creating over 150 quests, but has issues with reverting player actions and could improve its verb set.
지스타 2021 컨퍼런스에서 발표한 메탈릭 차일드 완성 보고서 입니다.
메탈릭 차일드를 제작하면서 있었던 많은 일들과 출시 후의 일까지 발표 자료에 담았습니다.
개발하는 3년간 하고 싶은 이야기가 너무 많아서 도리어 애매해진 발표라고 스스로 반성하고 있습니다. (시간과 여유가 더 있었다면!)
다음에 좀더 많은 것들을 이야기할 수 있는 기회가 있으면 좋겠습니다.
즐겁게 봐주십시오.
UI5con 2024 - Boost Your Development Experience with UI5 Tooling ExtensionsPeter Muessig
The UI5 tooling is the development and build tooling of UI5. It is built in a modular and extensible way so that it can be easily extended by your needs. This session will showcase various tooling extensions which can boost your development experience by far so that you can really work offline, transpile your code in your project to use even newer versions of EcmaScript (than 2022 which is supported right now by the UI5 tooling), consume any npm package of your choice in your project, using different kind of proxies, and even stitching UI5 projects during development together to mimic your target environment.
Neo4j - Product Vision and Knowledge Graphs - GraphSummit ParisNeo4j
Dr. Jesús Barrasa, Head of Solutions Architecture for EMEA, Neo4j
Découvrez les dernières innovations de Neo4j, et notamment les dernières intégrations cloud et les améliorations produits qui font de Neo4j un choix essentiel pour les développeurs qui créent des applications avec des données interconnectées et de l’IA générative.
Amazing Feats of Daring - Uncharted Post MortemNaughty Dog
This summary provides an overview of the document:
1) The document discusses a talk given by Richard Lemarchand about the development of Naughty Dog's first PlayStation 3 game, Uncharted: Drake's Fortune.
2) It describes Naughty Dog's development process, including their open culture where all employees contribute ideas, lack of formal producers, iterative design process, and emphasis on playtesting.
3) It outlines the timeline for Uncharted, including one year of pre-production to determine design principles inspired by pulp fiction, and two years of full production. Key gameplay elements like traversal, exploration, gunplay, and puzzle solving were identified.
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.
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
2016년 인벤 게임 컨퍼런스에서 발표한 실전 시나리오라이팅 - PD가 원하면 나는 쓴다 - 입니다.
성과발표는 아니고 주로 튜터리얼적인 의미로 만들었습니다.
대부분 카피라이트를 넣었고, 표지가 나오는 경우에는 넣지 않은 것도 있습니다.
#igc2016 #시나리오 #게임시나리오
2014년 9월부터 12월까지 3개월 단기 프로젝트로 진행되었던 교내 단기 프로젝트의 개발문서이다.
프로젝트를 진행하다보면 기획자로써 어떠한부분이 부족하고 보완해야하는지 많은 고민을 할 수 있어서 좋다.
많은 부분을 녹여내지는 못했지만 코어시스템부분은 내가 생각한데로 녹여낸것 같아 다행이다..
팀원들이 바쁜일정속에 이렇게 따라와주고 완성되어 매우 흡족!? 하다.
Building Non-Linear Narratives in Horizon Zero DawnGuerrilla
The document describes the quest system used in Horizon: Zero Dawn. Quests are built as a graph of steps (plot points) linked by cause and effect. Each step is defined by an action the player must perform, chosen from a limited set of verbs. This allows for nonlinear quests while keeping creation simple. The system was successful, creating over 150 quests, but has issues with reverting player actions and could improve its verb set.
지스타 2021 컨퍼런스에서 발표한 메탈릭 차일드 완성 보고서 입니다.
메탈릭 차일드를 제작하면서 있었던 많은 일들과 출시 후의 일까지 발표 자료에 담았습니다.
개발하는 3년간 하고 싶은 이야기가 너무 많아서 도리어 애매해진 발표라고 스스로 반성하고 있습니다. (시간과 여유가 더 있었다면!)
다음에 좀더 많은 것들을 이야기할 수 있는 기회가 있으면 좋겠습니다.
즐겁게 봐주십시오.
UI5con 2024 - Boost Your Development Experience with UI5 Tooling ExtensionsPeter Muessig
The UI5 tooling is the development and build tooling of UI5. It is built in a modular and extensible way so that it can be easily extended by your needs. This session will showcase various tooling extensions which can boost your development experience by far so that you can really work offline, transpile your code in your project to use even newer versions of EcmaScript (than 2022 which is supported right now by the UI5 tooling), consume any npm package of your choice in your project, using different kind of proxies, and even stitching UI5 projects during development together to mimic your target environment.
Neo4j - Product Vision and Knowledge Graphs - GraphSummit ParisNeo4j
Dr. Jesús Barrasa, Head of Solutions Architecture for EMEA, Neo4j
Découvrez les dernières innovations de Neo4j, et notamment les dernières intégrations cloud et les améliorations produits qui font de Neo4j un choix essentiel pour les développeurs qui créent des applications avec des données interconnectées et de l’IA générative.
E-commerce Development Services- Hornet DynamicsHornet Dynamics
For any business hoping to succeed in the digital age, having a strong online presence is crucial. We offer Ecommerce Development Services that are customized according to your business requirements and client preferences, enabling you to create a dynamic, safe, and user-friendly online store.
Do you want Software for your Business? Visit Deuglo
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Deuglo follows seven steps methods for delivering their services to their customers. They called it the Software development life cycle process (SDLC).
Requirement — Collecting the Requirements is the first Phase in the SSLC process.
Feasibility Study — after completing the requirement process they move to the design phase.
Design — in this phase, they start designing the software.
Coding — when designing is completed, the developers start coding for the software.
Testing — in this phase when the coding of the software is done the testing team will start testing.
Installation — after completion of testing, the application opens to the live server and launches!
Maintenance — after completing the software development, customers start using the software.
SOCRadar's Aviation Industry Q1 Incident Report is out now!
The aviation industry has always been a prime target for cybercriminals due to its critical infrastructure and high stakes. In the first quarter of 2024, the sector faced an alarming surge in cybersecurity threats, revealing its vulnerabilities and the relentless sophistication of cyber attackers.
SOCRadar’s Aviation Industry, Quarterly Incident Report, provides an in-depth analysis of these threats, detected and examined through our extensive monitoring of hacker forums, Telegram channels, and dark web platforms.
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This is a MUG with a twist you don't want to miss.
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Sven will talk about Atlassian’s journey from a monolith to a multi-tenanted architecture and how it affected the way the engineering teams work. You will learn how we shifted to service ownership, moved to more autonomous teams (and its challenges), and established platform and enablement teams.
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Understanding variable roles in code has been found to be helpful by students
in learning programming -- could variable roles help deep neural models in
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E-commerce Application Development Company.pdfHornet Dynamics
Your business can reach new heights with our assistance as we design solutions that are specifically appropriate for your goals and vision. Our eCommerce application solutions can digitally coordinate all retail operations processes to meet the demands of the marketplace while maintaining business continuity.
2. Simona Maiorano www.esdotem.com maioranosimona@yahoo.it
2
LEVEL OVERVIEW: THE CAVERN
During an expedition in Vietnam, Nathan Drake finds himself trapped in the Hang Son Doong1
cavern.
The Hang Son Doong cavern is the world’s largest cave: it is 9 kilometres long, 200 metres high and
150 metres wide. There is a river flowing all through the cave and lots of vegetation has grown
where the ceiling has collapsed (dolinas).
1 Son Doong dolinas are collapsed depression
The evocative environment, which toggles between lush vegetation and dark and deep pits will
push the player to wander for treasure and to find his/her way through the cave.
1
More about Hang Son Doong: https://www.nationalgeographic.com/news-features/son-doong-cave/2/#s=pano48
3. Simona Maiorano www.esdotem.com maioranosimona@yahoo.it
3
2 Piton
3 Grappling hook
OBJECTIVES
The main goals of this level are to find clues about the treasure and to get out of the caves.
The Cavern features a number of challenges, including enemies. The gameplay it’s mainly about
exploration using traversal mechanics, mixed up with stealth and close combat.
Core mechanics for this level are
1. Run
2. Jump
3. Swim
4. Bare Climb (up/down/left/right)
5. Swing with grappling hook
6. Climb with piton (up/down/left/right)
7. Slide (down/left/right)
8. Stealth
9. Shoot
4. Simona Maiorano www.esdotem.com maioranosimona@yahoo.it
4
STORYTELLING DETAILS
Symbolism
This level stands out from other Uncharted levels
because it’s full of symbolism, and it deals with
human ambitions and love for danger. In ancient
mythology and religions, the cavern symbolises not
only the primitive nature, but also the fear of the
unknown, mystery, darkness and rebirth.
Narrative Outline
According to historical source, there’s an ancient treasure in Vietnam. In 1950 an expedition of 5
men was sent but never came back.
Nate is looking for clues to recover the treasure, but he finds himself
trapped in the Hang Son Doong cave. He can do nothing but to find a
way out. In doing this, he bumps into enemies on the trail of the
same treasure.
During the exploration, the player finds also the diary of an explorer,
which reveals more about the caves, the treasure and strange
happenings. The survived explorer, supposedly under the influence
of underground extreme conditions, reports a chase with an
unidentified creature. On the last page of the diary, the explorer reveals that inside the cave
everybody get to know their dark side.
The final revelation
Whoever enters the Hang Son Doong caves is going to face
the darkest side of human ambition
Don’t take it too seriously: the cave is inhabited by monkeys intrigued by the human presence.
Nathan spots some of them during his final escape.
4 Plato's Myth of the Cave
5. Simona Maiorano www.esdotem.com maioranosimona@yahoo.it
5
4 Estimated total time: 20-24 minutes
FLOW MAP
There are 8 key moments:
1. Player Start
Nathan fells inside the Hang Son Doong cavern. He lost is equipment but the Piton, the
rope and the grappling hook.
2. River rising
The waters are raising because of the rains, so Nathan has to climb and swing all over the
fast flowing river.
3. Strange presence
Nathan finds signs of the lost expedition: old camp, some writings mentioning strange
presences in the cave.
4. First dolina (First combat – 3 enemies)
Nathan deals with a small patrol, sneaking through the enemies thanks to the vegetation.
The player can obtain weapons by killing enemies.
5. The diary
The player finds the diary of the expedition.
6. Hard combat (Second combat – 10 enemies)
In the second dolina, Nathan is surrounded by enemies.
7. Escape (Third combat – 8 enemies)
Enemies explosions cause a collapse and Nathan needs to escape avoiding rocks and killing
enemies.
8. Exit
Nathan manages to exit the cavern.
6. Simona Maiorano www.esdotem.com maioranosimona@yahoo.it
6
COMBAT METRICS
In this level there are 3 main combats. In Uncharted 4, enemies A.I. consists of three status of
perception:
neutral (white color)
suspicious (yellow color)
full aware of the player (orange color)
First combat (3 enemies) – Key Moment 4: enemies initial status is neutral. Their behaviour is to
remain in their area and slightly inclined to perceive a distraction and investigate. Their status is
always reversible.
Second combat (10 enemies) – Key Moment 6: enemies initial status is neutral, but they are more
inclined to perceive distraction and patrol the area with the help of other enemies. Their status is
always reversible.
Third combat (8 enemies) – Key Moment 7: enemies are already aware of the player and their
status doesn’t change.