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Designing a Ratchet & Clank Level
Price $5.95
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Weight 5 lb, 8 oz
SKU GDC-03-089
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Description
Designing a Ratchet & Clank Level,
756

Game Design, Lecture

Brian Allgeier
, Insomniac Games
So you have a great level idea, but how do you bring it to life? Many designers find that once their level is created, it does not nearly live up to what was described in the design doc. Due to compromises, deadlines, and unproven game mechanics, a level may no longer resemble what was originally envisioned. Creating an ambitious yet realistic design requires a strong sensibility on how it impacts the various team members, and how each one of them will make it shine. Guiding a design through production is an arduous task requiring perseverance, flexibility, and strong diplomatic skills. Even after completion, and the level appears to be a success, focus tests and feedback can lead to additional re-tuning and at times major design changes. This lecture describes the development of levels for Ratchet and Clank - how they were designed, created, and tuned. A designer’s walkthrough of three levels will be discussed including how various levels hit their mark, became hard lessons, or surpassed what was originally conceived. The lecture also stresses the importance of pre-production tools and play testing.

Creating a process that reduces guesswork and proves the viability of a design. Maintaining a principle role in the execution of a level and preserving its essential elements.

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