GDC 2010 Session Times

February 13, 2010 · Print This Article

GDCbug 2010 black GDC 2010 Session Times

(201) Level Design in a Day: Best Practices from the Best in the Business
Speakers:
Coray Seifert (Game Designer, THQ – Kaos Studios)
Matthias Worch (Senior Level Designer, Visceral Games)
Neil Alphonso (Lead Level Designer, Splash Damage)
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)
Date/Time: Wednesday (March 10, 2010)

What Happened Here? Environmental Storytelling
Speakers:
Harvey Smith (Game Director, Arkane Studios)
Matthias Worch (Senior Level Designer, Visceral Games)

Date/Time: Thursday (March 11, 2010)   3:00pm — 4:00pm
Location (room): Room 125, North Hall
Track: Game Design
Format: 60-minute Lecture
Experience Level: All

GDC 2010 Level Design Tutorial

January 2, 2010 · Print This Article

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

“What Happened Here?” – Environmental Storytelling

December 28, 2009 · Print This Article

After a two-year hiatus, I’m returning as a speaker to GDC 2010 – not with one, but two sessions! The first session is game design lecture on environmental storytelling that I will be giving together with Harvey Smith. I’m very excited for this talk, I feel that we assembled a very comprehensive and thought-provoking dissertation on this topic. Below is the official session description from the GDC webpage. I’ll post more information on time and date as it becomes available. Hope to see you in San Francisco!

What Happened Here? Environmental Storytelling
Speaker: Harvey Smith (Game Director, Arkane Studios), Matthias Worch (Senior Level Designer, Visceral Games)
Date/Time: TBD
Track: Game Design
Format: 60-minute Lecture
Experience Level: All

Session Description
This lecture examines the game environment as a narrative device, with a focus on further involving the player in interpreting (or pulling) information, in opposition to traditional fictional exposition. We provide an analysis of how and why some games in particular create higher levels of immersion and consistency, and we propose ways in which dynamic game systems can be used to expand upon these techniques. The lecture presents the techniques for environmental storytelling, the key to the creation of game spaces with an inherent sense of history; game spaces that invite the player’s mind to piece together implied events and to infer additional layers of depth and meaning. In addition to commonly-used environmental storytelling tools (such as props, scripted events, texturing, lighting and scene composition), we present ideas for using game systems to convey narrative through environmental reaction. Environmental storytelling engages the player as an active participant in narrative; game systems that reflect the player’s agency can do the same. The lecture will analyze existing cases and provide a framework for dynamic environmental storytelling in games.

Intended Audience
This session is aimed at creative directors, narrative designers, level designers and level artists who want to take the environmental storytelling of their games to the next level. A good understanding of the subject matter, and game environmentalal design in general, is a bonus.

Takeaway
Attendees leave with a clear understanding of traditional environmental storytelling techniques, the current state of the art, and ideas on how to expand these concepts to new proportions using systemic environmental storytelling approaches.

What happened to the GDC videos?

March 23, 2007 · Print This Article

Work happened. I want to record these videos ASAP, but have been busy as hell with Lair. Please bear with me…

GDC 2007: More Than Just A Pretty Map – Creating Next-Generation Materials for LAIR

March 20, 2007 · Print This Article

Speaker: Matthias Worch (Game Designer / Technical Art Director, Factor 5, LLC)
Date/Time: Wednesday (March 7, 2007)   9:00am — 10:00am
Location (room): Room 3007, West Hall
Track: Visual Arts
Format: 60-minute Lecture
Experience Level: All

Session Description: Next-generation materials are more than just an accumulation of color and normal maps. Join us as we take an in-depth look at the techniques that were used to create the highly detailed materials in LAIR. The focus of this session is on the artist. It will present multiple ways to quickly and efficiently create color, normal and height maps for realistic materials. It will also demonstrate different ways of acquiring source data for these maps, for example by scanning real world surfaces. To address the bigger picture, we will look at the material creation process from a technical art director’s perspective. We will review different approaches to a company-wide shader authoring system, and discuss ways to spread authoring knowledge throughout the team.

Idea Takeaway: Attendees will acquire techniques that help them to quickly and efficiently create realistic-looking materials for next-generation games.

Intended Audience: Texture artists and art department managers working on next-generation 3D games.

GDC 2007 Downloads

Local Shockwave Version
Adobe Acrobat .pdf (2.4MB)
Original OpenOffice Impress File
(4.5MB)
Powerpoint File
(4.7MB)

GDC Downloads

March 19, 2007 · Print This Article

Powerpoint presentations have been added to the Articles page, but I haven’t had a chance to finish the workflow video. Been battling a cold for the last week and my voice still isn’t exactly where it should be. I don’t want to sniff every 10 seconds icon smile GDC Downloads

GDC Downloads

March 15, 2007 · Print This Article

The Shockwave and Acrobat versions of my GDC slides are now posted on the Articles page. Expect the Powerpoint files and workflow videos during the weekend!

Clarification

March 10, 2007 · Print This Article

Maybe, while we wait for the GDC downloads to get finalized, I should clear up some confusion. Various people, after reading summeries of my session on the Interweb tubes, seem to have gotten the impression that my session could be easily summerized as “Lair didn’t look good until we used normal maps – you should all use normal maps!”

I did indeed make that comment in the beginning – as a quip to demonstrate that if it really was that simple, I wouldn’t have anything to talk about in the first place. Normal mapping is a widely used (and not all that complicated) technique that has been been applied successfully in many of the greatest blockbuster games we have played over the past few years. My talk concentrated on the fact that in the end, normal mapping is not a big wonder weapon, as some people might think. Your visual results always depend on the quality of the normal maps that are applied to a game, not the simple fact that you can do it in the first place. I did the session to present a few ways to increase that quality.

I just thought that it would be worthwhile to point out the distinction. Keep in mind that GDC is a developer conference. It’s all about the behind the scenes stuff, and about sharing knowledge that will help our industry to become better at what we do – so that we can all learn, evolve…and get the fuck off this planet. I’m not sure about that last part. But hey, any chance to quote the late great Bill Hicks icon smile Clarification

There And Back Again

March 8, 2007 · Print This Article

I’m back from GDC, with a shiny new copy of Motorstorm from the Playstation store icon smile There And Back Again Can’t wait to play the game online – my PS3 account name is “Matthias”, look me up in some online games!
I think the talk went well (and yes, it was technical icon wink There And Back Again ), and I’m incredibly excited for the future of the PS3 in general. Gonna get all downloads for my lecture ready in the next week or so. Thanks for showing up!

lairtrophy There And Back Again

Three days to GDC!

March 4, 2007 · Print This Article

As I’m sitting here pulling together my GDC lecuture, I notice that as usual, I have way more material than I anticipated. The challenge, also as usual, is to make it all fit in a 45 minute lecture that is indepth enough to get the coveted “that was useful!” label from the audience, without being so detailed that it gets boring and long-winded.
I think I can strike a good balance: I will have some very useful (and hopefully eye-opening) workflows to help texture artists and producers alike, and on the fun front I promise some Lair demos that show off the assets I’m going to present very well and that you probably haven’t seen before. As usual, all the Lair stuff will be “you had to be there”, nothing will be released outside of GDC. But the slides and workflow videos will be available after the show.

Hope to see you on Wednesday!

Speaker: Matthias Worch (Game Designer / Technical Art Director, Factor 5, LLC)
Date/Time: Wednesday (March 7, 2007)   9:00am — 10:00am
Location (room): Room 3007, West Hall