Video Game Level Design Lessons from Boom Blox

Опубликовано: 21 Октябрь 2024
на канале: Georgia Game Developers Association
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Level design processes on Boom Blox (Wii, EA 2008)

Boom Blox was an unusual game for a AAA studio: a relatively smaller team, new genre with undefined expectations, and then-unexplored motion controls led to unique opportunities for the design team. A technical game designer from the projects will share the processes used, discuss the interplay of the systems and design, including how creative back and forth worked between departments led to new features and innovations. Though ideas will be grounded in game-specific examples, the takeaways will be design techniques that can be applied either individually or for producing small levels and puzzles as part of a bigger team. The presenter's time with the team did not overlap with the controversial industry figure recently discussed by People Make Games, so he is unable to address questions around that subject.

Chris DeLeon has been making computer games since 1997, professionally off and on since 2005. In addition to his time at EA on Boom Blox and Medal of Honor Airborne as a Technical Game Designer he was a fourth hire at the startup that later became PopCap San Francisco, co-developer of the best selling early iPhone game Topple, and released well over 100 freeware games. He's a former speaker organizer for IndieCade, helped plan the first IndieCade Europe, and today is involved as IndieCade's Alumni Lead. He currently teaches game development independently full-time by advising members on year-round remote team practice projects being developed in HomeTeamGameDev.com

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