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Creating the Worlds of Dungeon Siege
Price $5.95
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Weight 5 lb, 12 oz
SKU GDC-03-093
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Description
Creating the Worlds of Dungeon Siege,
763

Game Design, Lecture

Sarah Boulian
, Gas Powered Games
After playing for just a few hours through one of Dungeon Siege's vast worlds, the player expects a seamless experience through lush environments populated with an unending stream of monsters to annihilate. Getting to this point was not a straightforward process, and the worlds were rebuilt numerous times after one feature or another was rethought. The goal was clear: we wanted to create a game experience that grabbed players' attention from the opening scene and never gave them an opportunity to turn the computer off until they had conquered the final boss. Add to that a lush and organic look, plenty of vertical drops, a wide variety of interactive content, and a journey from farmers' fields to frigid mountaintops to the firey depths of the land and back again, and we discovered that the development process was anything but simple. Finally, we wanted to offer players two huge, handcrafted worlds to explore: one with a more linear progression and a focus on the single-player experience, and a second with a wide-open feel for multiplayer. This is a view into how we created the worlds of Dungeon Siege, with a focus on the engine technologies that defined the type of experience we could build, how we worked within the boundaries we were given, challenges we met, and unexpected features we discovered. This talk covers a little of everything: design mandates, technical allowances, tool features, art creation, and how the level designers brought it all together.

Attendees will learn about some of the high-level factors that defined Dungeon Siege and the development team's challenges in building the gameworlds. They will see how the terrain engine, master design, level-editing tools, and artistic direction contributed to the worlds that could be built and the effect that had on the level design process.

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