Great Level Design is a Studio-Wide Effort
Speaker: Dana Nightingale
Background
- Born in the US, started gaming on an Atari 800.
- Fell in love with System Shock and Thief in the '90s.
- Contributed to immersive sim fan sites.
- Master's degree in architecture (2008).
- Joined Arkane in 2010 as a level designer (worked on Dishonored, Dishonored 2, Death of the Outsider, Wolfenstein Youngblood, Deathloop).
- Campaign designer for Deathloop (2020).
Experience
- Modder: Thief 2, Skyrim.
- Level Designer: Dishonored, Dishonored 2, Death of the Outsider, Wolfenstein Youngblood, Deathloop.
- Campaign Designer: Deathloop.
Talk Goals
- For anyone who loves great level design or is on teams making games with levels.
- Discuss role of different disciplines in making great levels.
- Explain how Arkane Lyon creates levels.
- Focus on the studio-wide effort and the importance of each team’s contributions.
Definition of a Level
- Segment of the game world, moment in player’s journey.
- At Arkane, it involves defining layout, crafting encounters, and scripted logic.
- Levels should resonate with the game's narrative and systems, creating memorable experiences.
Part 1: Team and Processes
Challenge 1: Evolving Level Design Team
- Consistent work despite team changes due to defined studio culture.
- Studio values important for recruitment and maintaining quality.
- Values spread across the entire studio, not just the LD team.
Challenge 2: Leadership Bottlenecks
- Validation bottlenecks slow progress.
- Solution: Team leadership structure involving multiple leads allowing for faster validation and a variety of ideas.
- Leaders include: Lead Level Designer, Campaign Designer, Lead Technical Level Designer.
Challenge 3: Masters of None
- Diversifying LD specializations (map owners vs. specialists).
- Specialists ease burdens on map owners (narrative scripter, campaign designer, level systems designer, tech LDs, etc.).
Challenge 4: Overwhelming Dependencies
- Level design intertwined with other disciplines (tools, systems, narrative, art, optimization).
- Critical partnerships (pre-LD: tech director, engine developers; during LD: level artists, system designers, narrative designers).
- Discuss ideas and keep the teams synchronized to avoid blocking other teams.
Part 2: Processes
Challenge 5: Determinism in Design
- Metrics and constraints essential but need flexibility.
- Metrics creation involves multiple disciplines from systems design to level art.
- Flexibility in metrics to avoid rigid, predictable designs.
- Metrics should allow for iterations and be flexible enough to suit gameplay needs.
Challenge 6: Pivots Happen
-Pivots driven by user research, but each team operates at different paces.
- Iteration together reduces wasted work and time.
- Crucial to de-silo and empower teams to iterate as one by sharing feedback.
Challenge 7: Markup and Sunk Cost
- Markup (manual implementation) is taxing and time-consuming.
- Prioritize ergonomic tools and create procedural features to reduce manual markup requirements.
- Maintain creative flexibility and protect the mental health and productivity of the team.
Challenge 8: Documentation
- Treat documentation as integral part of development.
- Regularly maintained, reviewed, and aligned with the production schedule.
- Essential for communication, accurate bug reporting, and leveraging team knowledge.
Summary
- Consistent studio culture maintains quality despite team changes.
- Empower leadership to foster creative ideas.
- Specialists in the LD team alleviate pressures on map owners.
- Flexibility in metrics and process adaptations are crucial for dynamic game development.
- Documentation and early collaboration ensure smooth iteration and avoid bottlenecks.
Final Thoughts
- Great level design is about collaboration across the whole studio.
- Continuous effort to improve processes and maintain strong communication within and between teams.
Thank you for attending!