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"Level Design in a Day: How We Used Iterative Level Design to Ship Skyrim and Fallout 3"


Kvorning

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My partner in nerd-crime, "Deathblade2014" (God I hate that name so much...), linked me a blog he thought to be an interesting read. He was right and a lot of good wisdom to pick in this presentation/article/blog, so I'm gonna pass it on to you guys:

 

http://www.gdcvault....Design-in-a-Day

 

"Huge, open world games like Skyrim and Fallout 3 demand a great deal of development talent, and can be daunting to plan and create - especially when subject to the constant and often unpredictable flux of a game in development. This level design oriented talk will share insights into the iterative approach used at Bethesda Game Studios to help their level design team plan, implement, test and polish massive amounts of content. The talk will also discuss how this approach allows the team to maintain their staff without having to hire and fire at the whims of the project cycle."

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They probably already know these guidelines, but when everything falls apart mid production, it's gonna take more than a guide to piece it back together.

 

For anyone who hasn't read it and who struggle with managing what time they have, when making a FM, I think this one is loaded with "rule of thumps".

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