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Session Name:

Level Design: Lessons Learned from Age of Empires and Titan Quest

Overview:

Benefit from some of the hard-earned lessons from Age of Empires and Titan Quest. This session will focus on the high-level design of levels, including goals, constraints, processes, and ownership. Successfully designing a level requires deep thought into how to maximize all the goals for the level while staying within the sometimes-severe constraints. Specific issues discussed, with some thoughts about how to address them, include gameplay, play style, topic, story, quests, pacing, performance, tech, art, budget, schedule, and fun. Learn how they all come together to create the magic.

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  • GDC Europe 2011
  • Brian Sullivan
  • Northeastern University
  • free content
  • Game Design
  • Design