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Storefront > GDC Vault Store - Audio Recordings > GDC 2007
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.
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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