GDC 2017: Singleplayer vs. Multiplayer Level Design
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Well, small/medium intuos pro is way cheaper that iPad Pro + pencil... just saying... And it works better with ZBrush...

by some guy
12 hours ago

It might ultimately be proof of concept now, but the point of showing a low-count bounce raytracing that still looks decent especially after denoising gives us a nice roadmap on the future. Maybe given time, we will move to this as the new standard or at least a probable alternate to baked lighting.

by Nathan Ayotte
12 hours ago

Fuck you I'm stuck in some bullshit game some dickhead thought would be exciting.

GDC 2017: Singleplayer vs. Multiplayer Level Design
18 July, 2017

The team of GDC shared another session from this year’s event, featuring Certain Affinity’s Elisabeth Beinke-Schwartz breaking down the difference between designing single player narrative levels and designing multiplayer levels and sharing lessons learned regarding what you should devote your time to when designing for a SP vs. MP levels in addition to what you shouldn’t waste your time on.

In the end, Elizabeth proves that there are actually several key points that define these two paradigms. First of all, you have to think about the importance of the narrative. You either have to sell it or forget about it if it’s about a multiplayer map. Then you have to choose your focus: gameplay objective or player routes and options. What is more, different routes can always help you. If it’s about single player level design, you can design optional routes for rewards and play styles. If you have to create a perfect multiplayer level, use routes for advanced players and play styles. 

GDC has tons of sessions on game design, programming, audio, visual arts, business management, production, online games, and much more, so make sure to check out the channel here

Source: GDC

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