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State of the Art: Anatomy of 3D Level Design
Price $5.95
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SKU GDC-04-112
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Description
State of the Art: Anatomy of 3D Level Design,
2237

Game Design, Panel

Ed Byrne
Level Designer, Amaze Entertainment

Heather Kelley
Designer, Ubisoft Montreal

Matt Wood
Level Designer, Valve Software

Neil Alphonso
Level Designer, 3D Realms
What is a level designer? Over the course of the past decade, the role has come to define someone who rides the line between the established roles of programmer, designer and artist. Most 3D level designers [those of us creating 3D interactive and dynamic game space] exist in a multi-disciplinary position that touches on all aspects of the pipeline. Aside from the obvious architectural and design skills required, level designers also need to be excellent communicators, mediators and problem solvers, as most often they are the last stage in the production process, the point of entry where all things coalesce into actual gameplay.

As level designers find firmer ground on development teams, common questions arise. What are the tools we should be using? As level complexity increases, how does the pipeline need to evolve? What are the basic skills a level designer should have? Four panelists representing four separate studios and viewpoints will tackle these questions, discuss their experiences and offer some answers and techniques for both established and aspiring level designers.

This discussion aims to have the audience gain a better understanding into the often nebulous tenets of 3D level design, past, present and future, and insight into new design and implementation methodologies.
Attendees also learn about the production pipelines and pressures that each of the panel members has experienced as a 3D level designer, the guiding principles that manage these pressures, the issues they can bring about, and potential solutions to difficulties

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