Dead Space 2

January 10, 2010

I already mentioned that I’m working on Dead Space 2 now, but failed to provide any detail. Luckily, magazines all over the world are now running their cover stories on the game! In America, GameInformer (sold at all Gamestops) has a great 10-page write-up of the game that you should check out.

dead space 2 game informer 544x324 Dead Space 2

This is the fourth game I have worked on to receive a major cover story. Pretty cool! But this is the best cover image by far, the art department at Visceral did a great job on this.

GDC 2010 Level Design Tutorial

January 2, 2010

For my second GDC 2010 session, I’m contributing to a full-day level design tutorial: Level Design in a Day: Best Practices from the Best in the Business. With an allstar lineup of teachers, there should be useful information for people from all disciplines and of all experience levels!

Designsmall GDC 2010 Level Design Tutorial(201) Level Design in a Day: Best Practices from the Best in the Business

Session Description:
In this intense day-long tutorial, attendees will gain deep insights from some of the most experienced level designers in the industry. The tutorial will cover every aspect of the level design process, from basic navigation and object manipulation tips and tricks to best practices for encounter design and level flow. As the development discipline responsible for crafting the vastly important moment-to-moment player experience, a deep understanding of core level design principles becomes essential for level designers, game designers and design managers alike. Likewise, an intimate familiarity with the level creation process can be a massive advantage to producers, testers or artists. This year´s session will focus on the Unreal Engine, while subsequent years will focus on Source, Quake, and other popular engines.

Intended Audience:
Level designers, mission designers, game designers and scripters will gain deep insights into the best practices and proven processes used by our industry’s leading teams. Additionally, writers, level artists and quality assurance professionals will come away from this talk  better prepared to collaborate and contribute to the level creation process. All attendees should have a solid understanding of the level design process, as well as a basic familiarity with the tools of the trade. Experience with the Unreal Editor will also be beneficial this year, but is not required to fully participate in the tutorial.

Takeaway:
Newcomers to the world of level design will gain a solid foundation in the art and science of level design while experienced level designers will come away from the talk with a bevy of tips, tricks, and best practices in use by some of the best level designers in the industry. Experienced producers, artists and testers will gain an intimate understanding of the level design process, and will be better equipped to manage and collaborate with this essential part of the game development process.

Speakers:
Coray Seifert, Game Designer, THQ – Kaos Studios
Matthias Worch, Senior Level Designer, Visceral Games
Neil Alphonso, Lead Level Designer, Splash Damage
Richard Carlson, Level Designer/game designer/musician/sfx dood, Digital Eel
Ed Byrne, Creative Director, Zipper Interactive
Forrest Dowling, Lead Multiplayer Level Designer, THQ – Kaos Studios
Joel Burgess, Lead Level Designer, Bethesda Softworks
Jim Brown, Lead Level Designer, Epic Games

Happy New Year!

January 1, 2010

Here we go, starting a new decade. I hope you had a great new year’s eve and a healthy and successful 2010. We went to Lake Tahoe to celebrate with a bunch of friends again, and had a great time ! Here’s a couple of iPhone pictures of where we stayed.