Neils Career INTRO So whats the point? Confucius on Wisdom By - - PowerPoint PPT Presentation

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Neils Career INTRO So whats the point? Confucius on Wisdom By - - PowerPoint PPT Presentation

Captain Hindsight Presents: Neils Career INTRO So whats the point? Confucius on Wisdom By three methods we may learn wisdom: First, by reflection, which is noblest; Second, by imitation, which is easiest; and third by experience,


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Captain Hindsight Presents:

Neil’s Career

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INTRO

So… what’s the point?

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Confucius on Wisdom

By three methods we may learn wisdom: First, by reflection, which is noblest; Second, by imitation, which is easiest; and third by experience, which is the bitterest.

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  • 1. Introduction 5 min
  • Introduction to Captain Hindsight, who was

bitten by a retroactive spider...

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SPLINTER CELL

Developer: UBISOFT Montreal Publisher: UBISOFT Platforms: Xbox, PC, PS2* Released: November, 2002

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SPLINTER CELL

The Unskippable Scripted Cinematic

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  • 2. Splinter Cell 6 min
  • Video of scripted cinematic
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SPLINTER CELL

The Unskippable Scripted Cinematic

  • Modular scripting = WIN
  • “It’s a marathon, not a sprint”
  • It’s all about the player
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SPLINTER CELL

Nuclear Power Plant

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SPLINTER CELL

Nuclear Power Plant

  • Balance is good
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SPLINTER CELL

Artist Geometry

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SPLINTER CELL

  • Humility is a virtue
  • Usability is your friend and ally

Artist Geometry

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SPLINTER CELL

The Unskippable Scripted Cinematic

  • Modular scripting = WIN
  • “It’s a marathon, not a sprint”
  • It’s all about the player

Nuclear Power Plant

  • Balance is good

Artist Geometry

  • Humility is a virtue
  • Usability is your friend and ally
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SLIDE 18

SHADOW OPS

Developer: Zombie Studios Publisher: Atari Platforms: Xbox, PC Released: June, 2004

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SHADOW OPS

The Sniper Rifle Story

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SHADOW OPS

  • Again, modularity can be a life-saver
  • An LD’s relationship with Gameplay

Programmers can be key

The Sniper Rifle Story

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DUKE NUKEM FOREVER

Developer: 3D Realms Publisher: 2K Games Platforms: 360, PS3, PC Released: June 2011 Announced: April, 1997

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DUKE NUKEM FOREVER

July, 2004 “6-9 months”

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DUKE NUKEM FOREVER

  • Do your homework
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KILLZONE 2

Developer: Guerrilla Games Publisher: Sony Platform: PS3 Released: February, 2009

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KILLZONE 2

1st Person Cover System

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KILLZONE 2

Killzone: Liberation Sony PSP

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KILLZONE 2

  • Tools are critical to LDs
  • It’s all about the player

1st Person Cover System

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BRINK

Developer: Splash Damage Publisher: Bethesda Platforms: 360, PS3, PC Release: May, 2011

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BRINK

SMART

Smooth Movement Across Random Terrain

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BRINK

  • Geometry has to work with gameplay systems
  • Balance is good
  • Modular geometry = WIN
  • Balance is great!

SMART

Smooth Movement Across Random Terrain

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DIRTY BOMB

Developer/Publisher: Splash Damage Platform: PC Announced: November, 2012 Status: Closed Alpha

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DIRTY BOMB

Classic Inspiration, Modernized

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DIRTY BOMB

Classic Inspiration, Modernized

  • Know your production and

distribution model

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So, 11+ years later…

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REPEATED THEMES?

  • Modular scripting = WIN
  • “It’s a marathon, not a sprint”
  • It’s all about the player
  • Balance is good
  • Humility is a virtue
  • Usability is your friend and ally
  • Modularity can be a life-saver
  • Relationship with Gameplay

Programmers can be key

  • Know your production and

distribution model

  • Geometry has to work with

gameplay systems

  • Balance is good
  • Modular geometry = WIN
  • Tools are critical to LDs
  • It’s all about the player
  • Do your homework
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  • So much in Level Design is about being flexible, and

balance puts you in a great position to deal with change

  • A positive mindset... turn disadvantage into advantage
  • Those who forget history are condemned to repeat it
  • Never stop learning
  • Stay humble,
  • r be humbled

META-LESSONS

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CONTACT INFO

Neil Alphonso

Lead Designer exedore@splashdamage.com @thrmoptc www.splashdamage.com @splashdamage