Transitioning From Linear to Open World Design with Sunset Overdrive. Liz England Designer at Insomniac Games

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1 Transitioning From Linear to Open World Design with Sunset Overdrive Liz England Designer at Insomniac Games

2 20 th year anniversary

3

4 LINEAR GAMEPLAY

5 Overview

6 Overview What do we mean by linear and open world?

7 Overview What do we mean by linear and open world? How did the roles and responsibilities of designers change?

8 Overview What do we mean by linear and open world? How did the roles and responsibilities of designers change? How did our workflow change in implementing systems, spaces, and content?

9 Overview What do we mean by linear and open world? How did the roles and responsibilities of designers change? How did our workflow change in implementing systems, spaces, and content? What were the side effects of these changes?

10 Linear Open World

11 PART 1: Linear vs. Open World

12 Linear Open World

13 Linear Open World

14 Linear Open World [open world node graph]

15

16

17 What is a page in a video game?

18

19 Based on where the player is, what do we know about the game state?

20 KNOWN UNKNOWN

21 KNOWN Time into game Story Progress Tutorials Combat Level Content Enemies Weapons Pacing UNKNOWN

22 KNOWN Time into game Story Progress Tutorials Level Content Enemies Weapons UNKNOWN Coop Difficulty Weapon Level Replay? Combat Pacing

23 Sunset Overdrive

24 KNOWN UNKNOWN

25 KNOWN Completed tutorial UNKNOWN

26 KNOWN Completed tutorial UNKNOWN Time Played? Story Moments? Mission? Weapons? Abilities? Areas Explored? Allies? Multiplayer? Pacing? Combat? Difficulty?

27 PART 2: Role of the Designer

28 Resistance 3 / Linear

29 Resistance 3 / Linear Designers are generalists

30 Resistance 3 / Linear Designers are generalists Owned discrete spaces

31 Resistance 3 / Linear Designers are generalists Owned discrete spaces Implemented all gameplay in that space

32 Resistance 3 / Linear Designers are generalists Owned discrete spaces Implemented all gameplay in that space

33 Resistance 3 / Linear Designers are generalists Owned discrete spaces Implemented all gameplay in that space

34 Resistance 3 / Linear Designers are generalists Owned discrete spaces Implemented all gameplay in that space

35 design generalists became design specialists

36 Sunset Overdrive / Open World Designers are specialists

37 Sunset Overdrive / Open World Designers are specialists Owned systems not spaces

38 Sunset Overdrive / Open World Designers are specialists Owned systems not spaces Implemented one system in all spaces

39 Vertical Horizontal

40 Vertical Horizontal

41 Vertical Horizontal

42 What is a system?

43 What is the player doing in a space?

44 Moving through it traversal system

45 Moving through it Fighting enemies traversal system combat system

46 Moving through it Fighting enemies Completing objectives traversal system combat system mission & quest system

47 Moving through it Fighting enemies Completing objectives Searching for loot traversal system combat system mission & quest system open world system

48 Moving through it Fighting enemies Completing objectives Searching for loot Competing traversal system combat system mission & quest system open world system multiplayer system

49

50 Why specialists?

51 Why specialists? rise of systems

52 Why specialists? rise of systems importance of metrics & rules

53 Why specialists? rise of systems importance of metrics & rules

54 Why specialists? rise of systems importance of metrics & rules coordination with departments

55 Why specialists? rise of systems importance of metrics coordination with departments

56 Why specialists? rise of systems importance of metrics & rules coordination with departments new tech specific to open world

57 Why specialists? rise of systems importance of metrics & rules coordination with departments new tech specific to open world modularized art system

58 Why specialists? rise of systems importance of metrics & rules coordination with departments new tech specific to open world hex-based streaming

59 Why specialists? rise of systems importance of metrics & rules coordination with departments new tech specific to open world tool to generate roads

60 Why specialists? rise of systems importance of metrics & rules coordination with departments new tech specific to open world tradition of hand-scripted gameplay

61 Why specialists? rise of systems importance of metrics & rules coordination with departments new tech specific to open world tradition of hand-scripted gameplay } full time job!

62 PART 3: Workflow

63 Recap!

64 Systems Workflow Resistance 3 Sunset Overdrive

65 DESIGNER Resistance 3 Systems Workflow Sunset Overdrive

66 DESIGNER Resistance 3 define system Systems Workflow Sunset Overdrive

67 DESIGNER Resistance 3 Systems Workflow Sunset Overdrive define system PROGRAMMER create system

68 DESIGNER Resistance 3 Systems Workflow Sunset Overdrive define system PROGRAMMER create system DESIGNER implement DESIGNER implement DESIGNER implement

69 DESIGNER Resistance 3 Systems Workflow Sunset Overdrive define system PROGRAMMER create system implement DESIGNER implement DESIGNER implement DESIGNER implement

70 DESIGNER Resistance 3 Systems Workflow Sunset Overdrive define system PROGRAMMER create system implement DESIGNER implement DESIGNER implement DESIGNER implement

71 DESIGNER Resistance 3 Systems Workflow DESIGNER Sunset Overdrive define system PROGRAMMER create system implement DESIGNER implement DESIGNER implement DESIGNER implement

72 DESIGNER Resistance 3 Systems Workflow DESIGNER Sunset Overdrive define system PROGRAMMER define system create system implement DESIGNER implement DESIGNER implement DESIGNER implement

73 DESIGNER Resistance 3 Systems Workflow DESIGNER Sunset Overdrive define system PROGRAMMER define system PROGRAMMER create system create system implement DESIGNER implement DESIGNER implement DESIGNER implement

74 DESIGNER Resistance 3 Systems Workflow DESIGNER Sunset Overdrive define system PROGRAMMER define system PROGRAMMER create system create system implement DESIGNER implement DESIGNER implement DESIGNER implement implement

75 Spaces & Content Workflow

76 Spaces & Content Workflow Resistance 3

77 Spaces & Content Workflow Resistance 3 DESIGNER

78 Resistance 3 DESIGNER whitebox spaces Spaces & Content Workflow

79 Resistance 3 DESIGNER whitebox spaces prototype gameplay Spaces & Content Workflow

80 DESIGNER Resistance 3 whitebox spaces prototype gameplay define visuals Spaces & Content Workflow ARTIST

81 DESIGNER Resistance 3 whitebox spaces prototype gameplay define visuals add layers Spaces & Content Workflow ARTIST AUDIO FX

82 DESIGNER Resistance 3 whitebox spaces prototype gameplay define visuals add layers iterate Spaces & Content Workflow ARTIST AUDIO FX

83 DESIGNER Resistance 3 whitebox spaces prototype gameplay define visuals add layers iterate bug-fix and polish Spaces & Content Workflow ARTIST AUDIO FX

84 Spaces & Content Workflow Sunset Overdrive

85 Spaces & Content Workflow Sunset Overdrive WORLD BUILDER

86 Sunset Overdrive WORLD BUILDER whitebox spaces Spaces & Content Workflow

87 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer Spaces & Content Workflow

88 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer split area into blocks Spaces & Content Workflow

89

90 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer split area into blocks hand off spaces to Spaces & Content Workflow

91 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer split area into blocks hand off spaces to Spaces & Content Workflow COMBAT DESIGNER MISSION DESIGNER MULTIPLAYER DESIGNER

92 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer split area into blocks hand off spaces to Spaces & Content Workflow EACH SPECIALIST COMBAT DESIGNER MISSION DESIGNER MULTIPLAYER DESIGNER

93 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer split area into blocks hand off spaces to Spaces & Content Workflow EACH SPECIALIST optimizes the space COMBAT DESIGNER MISSION DESIGNER MULTIPLAYER DESIGNER

94

95 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer split area into blocks hand off spaces to Spaces & Content Workflow EACH SPECIALIST optimizes the space finalizes the geometry COMBAT DESIGNER MISSION DESIGNER MULTIPLAYER DESIGNER

96 Sunset Overdrive WORLD BUILDER whitebox spaces traversal layer split area into blocks hand off spaces to Spaces & Content Workflow EACH SPECIALIST optimizes the space finalizes the geometry the space is ready for gameplay COMBAT DESIGNER MISSION DESIGNER MULTIPLAYER DESIGNER

97 Gameplay content are instanced layers called overlays

98

99

100

101

102

103

104 Sunset Overdrive Spaces & Content Workflow Basic open world structure Traversal markup Create identity for space Gameplay Layers Geometry Iteration Bug-fix & Polish Missions Quests Challenges Multiplayer Open World Combat

105 Do designers hand off work? Linear Open World Systems Spaces

106 Do designers hand off work? Systems Linear YES Open World NO Spaces NO YES

107 Recap

108 Recap What do we mean by linear and open world?

109 Recap What do we mean by linear and open world? How did the roles and responsibilities of designers change?

110 Recap What do we mean by linear and open world? How did the roles and responsibilities of designers change? How did our workflow change in implementing systems, spaces, and content?

111 Recap What do we mean by linear and open world? How did the roles and responsibilities of designers change? How did our workflow change in implementing systems, spaces, and content? What were the side effects of these changes?

112 PART 4: Side Effects

113 The Bad The Good

114 The Bad feedback lag from leads The Good

115 feedback lag from leads bottlenecks The Bad The Good

116 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking The Good

117 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers The Good

118 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems The Good

119 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems hot-potato bugs The Good

120 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems hot-potato bugs The Good

121 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems hot-potato bugs The Good rapid content creation

122 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems hot-potato bugs The Good rapid content creation faster ramp up for new team members

123 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems hot-potato bugs The Good rapid content creation faster ramp up for new team members Communication between designers

124 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems hot-potato bugs The Good rapid content creation faster ramp up for new team members Communication between designers Communication with art

125 feedback lag from leads bottlenecks The Bad prototype levels delayed transition into open world thinking invisible conflicts between layers orphaned systems hot-potato bugs The Good rapid content creation faster ramp up for new team members Communication between designers Communication with art Communication with gameplay programmers

126

127 Are these changes permanent?

128 Are these changes permanent? No.

129

130 Q & A

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