Neil Alphonso to Speak About Level Design at GDC Europe


(badman) #1

A new story entry has been added:
[drupal=674]Neil Alphonso to Speak About Level Design at GDC Europe[/drupal]

This year’s GDC Europe is fast approaching and Brink’s Lead Designer Neil ‘Exedore’ Alphonso has taken it upon himself to represent Splash Damage there as part of a panel about level design. Titled The Tao of Level Design: A Study of 3 AAA Games, the session will strive to find out just what makes an effective level designer. Neil’s panel-partners in crime will be EA DICE’s Elisabetta Silli and Remedy’s Mikael Kasurinen, and the three of them will be using Alan Wake, Mirror’s Edge and Brink as practical examples to share their advice with the audience.
The panel is currently scheduled for 17 August at 9 AM - visit its details page for the full description and details. More about GDC Europe can be found on the official website.


(light_sh4v0r) #2

Oh congrats, that should be interesting :slight_smile:


(darthmob) #3

Any chance there will be video material of this? If I remember correctly the last time there was only a loose write up which was a bit disappointing.


(badman) #4

Video’s up to the GDCE chaps - not yet sure they’ve got planned in that regard for this year.

Edit: Ah ha! Keep an eye on http://www.gdcvault.com. Seems that everything ends up there afterwards.


(Exedore) #5

Unfortunately, the chance is quite small… not a lot gets released for free because they need paying attendees for the conferences to survive. Video will probably be available on the GDC Vault that Badman linked, but the cost is considerable.

I’ll probably post my slides again on slideshare, and you could just ask questions here. At 9am, I don’t think the whole ‘talk’ part will be very spectacular. :o


(darthmob) #6

kk. It’s not like I must see it; it’s just that I think it could be interesting to get a glimpse of what goes on behind the scenes in game development.

A link to the slides once they are online would be nice, though. There seem to be some videos and a couple of slides already in the free section at gdcvault. I’ll make sure to have a look at that when I get some free time.


(tokamak) #7

Any other cool stuff at Cologne? Last year I was on the bri…verge of going.


(Exedore) #8

Just that Gamescom thing…

Köln is a lovely city regardless though, and a relatively short train ride from Nederland.


(Exedore) #9

My slides are available here: http://slidesha.re/cbqj8q


(TinMan) #10

Ta Exedore, how did the session go?

You mention flanking routes, if there’s one frustration of have with playing objective based games with some people is them often being too focused on the objective, often only taking the shortest path to it and ignoring the other routes.
Ditto with people not understanding the importance of high ground.

It will be interesting to see how this goes for Brink, there is of course the potential for it to be mitigated by the combination of people just wanting to try out the movement/climbing everywhere, and the fact that some routes are made for this.

The routes mentioned there being somewhat asymmetrical are really interesting, with previous games movement systems you could have a route one sided for a team (ie ramp from one side to a drop at the other), but with the varying movement of the body types you now get more options to how you want to set up the route/who you want to let through.


(light_sh4v0r) #11

Looks like that was very interesting, needs some comments with the arrows though :slight_smile:


(ED209) #12

Nice slides. I am cautiously optimistic that Brink is going to Rocketh Big Time.


(Exedore) #13

I fixed the notes on the slides, I didn’t notice at first that they didn’t import correctly.

The talk went pretty well I thought, unfortunately there was a technical problem so my slides were very dark… at least the speaking part went alright though, and even though Locki had warned me about the use of humour in Germany, I got the laughs when I was going for them.

I think human nature is to try to take the shortest path, in all things. It takes a while for SMART to really get into people’s heads as it’s something fundamentally different from other shooters. People who are natural flankers (which I definitely am) fall in love with it instantly.


(SphereCow) #14

If he’s the dude that made Railgun, then I’m not surprised. The dudes that made that, Axislab and V2_rocket are epic.