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Map Prototype Process: Creating Fun Gameplay Spaces While Minimizing Risks
Price $7.95
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SKU GDC07-3732
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Description

Map Prototype Process: Creating Fun Gameplay Spaces While Minimizing Risks

Speakers: Christian Allen, Mike Haynes

Track: Production

Format: Lecture

Experience Level: Intermediate

Description: Throughout the various iterations of the GHOST RECON and RAINBOW SIX franchises, Red Storm Entertainment has created a lot of maps. Some played great, some not so much. Starting with TOM CLANCY’S GHOST RECON ADVANCE WARFIGHTER on the Xbox 360, we implemented a new map prototype process based on our past experiences as a studio.

This process allows us to quickly evaluate maps for gameplay, reduce the risk associated with creating maps (especially with the amount of work associated with next generation content), and build team buy-in. This presentation will walk attendees through the map prototype process we have created, along with lessons learned from ADVANCED WARFIGHTER, and the processes we have implemented to improve the original formula.

Idea Takeaway: Attendees will take away a tested process for building and testing gameplay prototypes for single and multiplayer maps that is compatible with various engines and production platforms.

Intended Audience: This talk is intended for producers, designers, and level designers. Studio managers and others involved in process development will also benefit.

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