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|    Game Design

Creating compelling, immersive games requires understanding, visualizing, demonstrating, and tuning the interactions of an ever-increasing number of game tools and systems. While game designers need to understand and exploit the possibilities of new technologies such as realistic physics, facial expressions, and lighting techniques; they must also continue to master the traditional disciplines of drama, game play, and psychology.

The Design Track explores the challenges and ramifications of the interaction between new technologies and established techniques.

Arrow Search for all Design Track sessions


Transitioning from Linear to Open World Design with Sunset Overdrive
Liz England (Insomniac Games)
This session goes into how, after 20 years of developing linear games, Insomniac Games evolved to tackle open world design in Sunset Overdrive. It will cover some of the pitfalls and growing pains associated with such a drastic change within the studio, and go into depth in the way we restructured the design department in order to solve these new challenges. In particular, the session will cover new approaches and techniques we made to prototyping and implementing large, overlapping gameplay systems, and dealing with the problems of working in a single shared gameplay space. Special attention is given to how our design workflow on Sunset Overdrive compares and contrasts to our previous workflow on Resistance 3, a strictly linear game.
Postmortem: Developing Systemic Crowd Events on Assassin's Creed Unity
Christine Blondeau (Ubisoft Montréal)
With next generation consoles, players expect more from open world games. They expect deeper immersion with AI and more emergent gameplay that will add replay value. In ACU, we accomplished this by developing non-player-centric systemic events, capable of creating spontaneous gameplay opportunities for the players. This lecture looks back at the development of the system from both a game designer and a programmer's perspective, and how we overcame some of the challenges presented by systemic gameplay via concrete examples. This talk will present the initial vision for the system, our design intentions, problems we met as we iterated on the system, and the solutions we used, integration with other crowd systems, level and mission design concerns, as well as avenues of improvement.
Permadeath, Aging and Marriage: The Bloodline System of Massive Chalice
Brad Muir (Double Fine Productions)
Project lead Brad Muir walks through a case study of the bloodline system of Massive Chalice. How do you create a cohesive design when your characters are aging and passing away over the course of an epic timeline? This talk hits a variety of issues related to the timeline such as marriage, genetics, pregnancy, menopause and more. Learn how Double Fine tackled each of these aspects to develop a cohesive, streamlined system that lets players manage their heroes for several hundred years.