Easily one of the best talks in GDC. It's pretty dense but the high level concepts are well explained and so easy to understand. Too many developers get caught in the weeds but Dana is one of the rare few who can deliver great lessons. Thank you!
Gosh, that was a lot of information in a very short period of time. GDC should consider allowing making these videos longer, that way people can go through all their points at normal speed instead of light speed.
Thanks for the great talk, and doing so much amazing work with the Thief mapping community back over the years. Long live Arkane and the brilliant games you all make!
When she said "eliminate the validation process", I audibly gasped. I'm not sure if her pause to drink was intentional, but either way, that was a great little moment.
Really interesting to hear how bigger teams organize these level design-related issues. Well-structured work no doubt yields better results and I believe it also shows to the end user. Thanks for this talk!
Thank you for this fantastic set of team processes, genuinely. I wish more studios were open to discussing how they align diverse individuals on a single task. While a lot of these interactions may seem obvious now, I imagine when in production it can be hard to keep all of them in mind.
From what I understood, it's a small piece of a level that has been built following a desired theme to function as an example of how the rest of the actual level should look like or to provide an example of a specific event in gameplay.
Easily one of the best talks in GDC. It's pretty dense but the high level concepts are well explained and so easy to understand. Too many developers get caught in the weeds but Dana is one of the rare few who can deliver great lessons. Thank you!
Gosh, that was a lot of information in a very short period of time. GDC should consider allowing making these videos longer, that way people can go through all their points at normal speed instead of light speed.
why not play the video at 0.5 speed? jokes aside, I doubt that the speakers would enjoy sitting there talking for 4 hours at a time.
Thanks for the great talk, and doing so much amazing work with the Thief mapping community back over the years.
Long live Arkane and the brilliant games you all make!
When she said "eliminate the validation process", I audibly gasped. I'm not sure if her pause to drink was intentional, but either way, that was a great little moment.
It's a guy
Clockwork mansion in Dishonored II is one of the best level design ever. Congrats for that ! :)
I really loved this talk and the way it was delivered clear and simple, though I have to ask .... HOW MANY DRINKS ARE THERE!?
As many drinks as needed to make another Prey or Dishonored!
I also subscribe to the 3 Drink Philosophy.
One for Hydration: Water
One for Energy: Coffee/Tea
One for Fun: Juice/Seltzer
you did great dana, thanks for the awesome insight
that's a marvellous talk, damn
Very, very great talk ! A tons of informations about how Arkane works, it's just priceless. Merci Beaucoup !
Great talk and presentation! Always appreciate Dana's insights on my favourite games :)
Another GDC talk about level design from my favorite AAA developers?
Yes please!
Это очень крутая лекция, от начала и до конца! Очень мотивирует, чтобы быть собой и заниматься любимым делом!
Большое спасибо!
Thanks,very inspiring
Really interesting to hear how bigger teams organize these level design-related issues. Well-structured work no doubt yields better results and I believe it also shows to the end user. Thanks for this talk!
Amazing insights! Very inspiring! 🙌
Thank you for this fantastic set of team processes, genuinely. I wish more studios were open to discussing how they align diverse individuals on a single task. While a lot of these interactions may seem obvious now, I imagine when in production it can be hard to keep all of them in mind.
A favourite right there, Dishonored.
Hell yeah Dana! Love to see you succeeding!! Keep up the fantastic work.
Thanks for this great talk, Dana!
'If we can't let the player do it, don't make it look do-able' is top notch advice, amongst many others!
Good stuff
Can anyone explain what a vignette is in Level Design ?
From what I understood, it's a small piece of a level that has been built following a desired theme to function as an example of how the rest of the actual level should look like or to provide an example of a specific event in gameplay.
Thank you so much for this talk, this is so informative and helpful :)
Sup
Awesome sharing! 😁