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The
Iterative Level Design Process
which helped us ship
Fallout 3 & Skyrim
(on time)
Joel Burgess
Senior Designer, Bethesda Game Studios
Iteration in Game Development
● Progressive Improvement
● Widely Embraced
● Proven Plan
Create
Test
Iterative UI Design Study
● J. Nielsen, ‘93
Iteration in Game Development
● Progressive Improvement
● Widely Embraced
● Proven
● Many Meanings
+30% Cloak on Kill
-25 Max HP on user
Stealthier Killing
Cannot use Disguise Kit
Hats.
Everybody loves Hats
STRUCTURAL ITERATION
Iteration in Level Design
FinalBuildPlan
STRUCTURAL ITERATION
Iteration in Level Design
Final?BuildPlan
STRUCTURAL ITERATION
Iteration in Level Design
FinalPlaytestBuildPlan
QUALITATIVE
ITERATION
The Importance of Process
● Make the game you Want
…the way you want to make it.
● Iteration is a Process Choice
● Process itself can be iterated upon
The Bethesda LD Process
● Begins w/Fallout 3
● New LD Team
● Existing Tools/Workflow
● Iteration as Core Value
Parameters of our Situation:
● Massive amount of content (150+ Levels)
Parameters of our Situation:
● Massive amount of content (150+ Levels)
● Desire to Increase LD Quality
● Known Scheduling Dates
Parameters of our Situation:
● Massive amount of content (150+ Levels)
● Desire to Increase LD Quality
● Known Scheduling Dates
● Known Inter-Dependencies
● Little or no staff fluctuation
● Desire for Healthy Quality of Life
$$$
$$$
No Iteration – What if?
MAKE LEVEL
HAVE
GREAT
IDEA
$$$
$$$
Adding Iteration
MAKE LEVEL
HAVE
GREAT
IDEA
Version
Four
Version
Three
Breaking Workflow Down
Version
Two
Level “A”
Ver.1
Concept
Ver.2
Layout
Ver.3
Markup
Ver.4
Polish
Version
Four
Version
Three
Continuous Iteration
Version
Two
Version
One
Level “A”
Level A Level B Level C
January February March
SUN MON TUE WED THU FRI SAT SUN MON TUE WED THU FRI SAT SUN MON TUE WED THU FRI SAT
1 1 2 3 4 5 1 2 3 4 5
2 3 4 5 6 7 8 6 7 8 9 10 11 12 6 7 8 9 10 11 12
9 10 11 12 13 14 15 13 14 15 16 17 18 19 13 14 15 16 17 18 19
16 17 18 19 20 21 22 20 21 22 23 24 25 26 20 21 22 23 24 25 26
23 24 25 26 27 28 29 27 28 27 28 29 30 31
30 31
LEVEL A LEVEL B LEVEL C
Version
Four
Version
Three
Continuous vs Spaced Iteration
Version
Two
Level “A”
Ver.1
Concept
Ver.2
Layout
Ver.3
Markup
Ver.4
Polish
V4
Lv.A
Continuous vs Spaced Iteration
 
V3 all
other
levels
V3
Lv.A
V2 all
other
levels
V2
Lv.A
V1 all
other
levels
V1
Lv.A 
January February March
SUN MON TUE WED THU FRI SAT SUN MON TUE WED THU FRI SAT SUN MON TUE WED THU FRI SAT
1 1 2 3 4 5 1 2 3 4 5
2 3 4 5 6 7 8 6 7 8 9 10 11 12 6 7 8 9 10 11 12
9 10 11 12 13 14 15 13 14 15 16 17 18 19 13 14 15 16 17 18 19
16 17 18 19 20 21 22 20 21 22 23 24 25 26 20 21 22 23 24 25 26
23 24 25 26 27 28 29 27 28 27 28 29 30 31
30 31
n1st Pass n2nd Pass n3rd Pass n4th Pass
Benefits of Spaced Iteration
● Keep Fresh, Prevent Boredom
● Incrementally Work on Strong Foundation
● Time to Get, Assess, Incorporate Feedback
● Focused Efforts per Iteration
● Copes With Growth of the Project
Game Development is Chaos
● Many Moving Parts
● Interconnected Dependencies
● Timing & Context Matter
Inter-Dependency
● Great Code + Great Art = Great Levels
● Great Code & Great Art Take Time
What can Level Designers do early on?
Early in the dev cycle
● Less to Work With
● Everything is Possible
● Focus can be Difficult
● Little Known or Proven
Good Design is Difficult
Late in the Dev Cycle
● Lots to Work With
● Possibilities Narrower
● High Focus Attainable
● Ideas have been
Proven or Failed
Best Stuff Happens Here
The Bethesda Level Designer
● Core Skillset
● Layout, Gameplay, Markup, Scripting, Performance
The Bethesda Level Designer
● Core Skillset
● Layout, Gameplay, Markup, Scripting, Performance
● Additional Responsibilities
● Writing, Systems, Prototyping, Tools, more...
● Split Focus Benefits:
● Personal Growth as a Developer
● Maximizes Productivity
Level Designer Role Split
Building Levels
Other Duties
EARLY DEV
Building Levels
Other Duties
LATE DEV
Level Design Opportunity Time
● Best Design Happens @ the End
● Identifying Opportunity
● Content Cram vs Opportunity Time
How do we create opportunity time?
Iterative Passes = Laying Foundation
Bethesda LD Passes
● Structured, Iteration-Focused Passes
● Progressive Foundation
● Timing & Context
CONCEPT
Pass Zero: Planning
The Game is just out of
pre-production; almost
nothing exists yet. A
master list of levels has
been generated and
assigned.
Pass Zero: Planning
● One-Sheet Wiki Pitch
● Keep It Short
● Focus on One Unique Thing
● Story: Purpose, History, Current Event
● Generate Asset Request List
What NOT to do on a pass
● Importance of Restraint
● Avoid Needless Work
● What’s Efficient NOW?
What not to do @ Pass Zero
● No Editor Layouts
● No Detailed Paper Maps
What not to do @ Pass Zero
● No Editor Layouts
● No Detailed Paper Maps
● No Fluff Documentation
Time Passes…
CONCEPT
LAYOUT
Pass One: Layout
Full production is ramping
up, but core mechanics
are still missing. Level
Design and Art have
worked together to make
Level “kits” available.
Pass One: Layout
● Build up a Complete Layout
● Basic Rhythm and Flow
● Learning & Stress Testing the Kits
● Incidental Writing
● Connectivity & World Data
What not to do @ Pass One
● No Optimization
● No Navmesh or Encounters
● No Lighting or Cluttering
● No Kitbashing & Arthacks
Kitbashing & Arthacks
● Don’t Do This On Early Passes
● Expose Problems – Don’t Cover Up
● “Putting Lipstick on the Pig”
● Last Resort? Different Story.
CONCEPT
LAYOUT
GAMEPLAY
Pass Two: Gameplay
Core Mechanics are taking
shape, and the game is
playable - even fun, under
the correct circumstances.
Primary enemy types and
weapons are available,
although unpolished.
Pass Two: Gameplay
● Enemies, Patrols, Loot, Scenes
● Navmesh: AI Pathing Support
● First Pass Revisions (if Applicable)
● Non-Combat Beats (Placeholder Okay)
● Early Optimization Bounds
Why Optimize Now?
What not to do @ Pass Two
What not to do @ Pass Two
● Don’t Blow it all up and start over
● Tempting! New art, new ideas, sick of it, etc
● “Different, Not Better.”
● No In-depth scripting or handling
● Proof-of-Concept functionality
● Minimize pain of later changes
Gathering Feedback
● Anecdotal feedback
● Group Critiques, Peer Review
● Artist & Lead Notes
● Compile, Collate, Look for Trends
● Reserve Reactions for Later
CONCEPT
LAYOUT
GAMEPLAY
COMPLETE
Pass Three: Content Complete
Almost all gameplay
systems are functional.
The majority of non-
unique art is complete.
The Home Stretch is just
within sight.
Pass Three: Content Complete
● Nothing Temp, Missing or Unaccounted For
● Detail & Refine Gameplay
● Reconcile w/Systems Design Goals
● Work in Feedback Pairs
Every Third Pass is Different
. . . .
What not to do @ Pass Three
● No Detailed optimization
● Wait for final lighting/clutter
● Don’t Neglect Non-Golden Path
Okay, so a minor confession…
We don’t really call it that.
The “Ship With Shame” Pass
● Complete doesn’t mean Quality
● Cementing Confidence in the Level
● Confidence it will get done
● Confidence it will be good
● Onward To Opportunity Time
When It Just Isn’t Working
● Re-Design Not Taken Lightly
● Repurposing, Down-Scoping
● Mulligan Pass
● Cuts
● Strike Teams
Short Push vs Death March
● Short, Self-Assigned Crunch
When It Just Isn’t Working
● Re-Design Not Taken Lightly
● Repurposing, Down-Scoping
● Mulligan Pass
● Cuts
● Strike Teams
● Crunch
CONCEPT
LAYOUT
GAMEPLAY
COMPLETE
Bonus Pass: Lighting, FX, Clutter
The project focus is
shifting to polish and
optimization, and artists
now have bandwidth to
pitch in to help visually
polish the levels we’ve
created.
Beauty Passes
● Lighting, Clutter, Effects, Sound
● Artists Do this Better & Faster
● Level Designer is Mostly Hands-Off
● Communicate Needs and Intent
What not to do @ Beauty Passes
● Don’t Disengage
CONCEPT
LAYOUT
GAMEPLAY
COMPLETE
POLISH
Final Pass: Polish, Polish, Polish
The Game is feature-
complete and nearly done.
Things will be finalized
soon, and this is the time
we have to polish and
make sure everything is
top quality by ship.
Final Pass: Polish
● Identify Opportunities and Improve
● Respond to Accumulated Feedback
● React to Late-Dev Realizations
● Low-Hanging Fruit
● Incorporate Final Assets
● Test on Target Platforms
● Final Navmesh & Optimization
Another Confession –
Fourth Pass is Not Always Final Pass
COMPLETE
POLISH
POLISH
Qualitative Iteration as Polish
PLAYTEST
REFINE
Structural Iteration
Qualitative Iteration
CONCEPT
LAYOUT
GAMEPLAY
COMPLETE
POLISH
POLISH
POLISH
POLISH
POLISH
Structural Iteration
OPPORTUNITY TIME
CONCEPT
LAYOUT
GAMEPLAY
COMPLETE
POLISH
POLISH
POLISH
POLISH
POLISH
Keep the Big Picture In Sight
● Polish Parity
● No Game Gets Finished
● Do the Best You Can While You Can
● Work Healthy, Be Healthy
● Make Great Things - For A Long Time
joel@joelburgess.com
@JoelBurgess
Nielsen Group Iterative Design Study:
http://www.nngroup.com/articles/iterative-design/
Gunpoint Development Blog & Overview
http://www.pentadact.com/2013-10-15-gunpoint-development-breakdown/
This Slide Deck will be made available online
http://blog.joelburgess.com/p/design-talks.html

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Bethesda's Iterative Level Design Process for Skyrim and Fallout 3

  • 1. The Iterative Level Design Process which helped us ship Fallout 3 & Skyrim (on time) Joel Burgess Senior Designer, Bethesda Game Studios
  • 2.
  • 3. Iteration in Game Development ● Progressive Improvement ● Widely Embraced ● Proven Plan Create Test
  • 4. Iterative UI Design Study ● J. Nielsen, ‘93
  • 5. Iteration in Game Development ● Progressive Improvement ● Widely Embraced ● Proven ● Many Meanings
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11. +30% Cloak on Kill -25 Max HP on user Stealthier Killing Cannot use Disguise Kit Hats. Everybody loves Hats
  • 12.
  • 13.
  • 14. STRUCTURAL ITERATION Iteration in Level Design FinalBuildPlan
  • 15. STRUCTURAL ITERATION Iteration in Level Design Final?BuildPlan
  • 16. STRUCTURAL ITERATION Iteration in Level Design FinalPlaytestBuildPlan QUALITATIVE ITERATION
  • 17.
  • 18. The Importance of Process ● Make the game you Want …the way you want to make it. ● Iteration is a Process Choice ● Process itself can be iterated upon
  • 19.
  • 20. The Bethesda LD Process ● Begins w/Fallout 3 ● New LD Team ● Existing Tools/Workflow ● Iteration as Core Value
  • 21. Parameters of our Situation: ● Massive amount of content (150+ Levels)
  • 22.
  • 23. Parameters of our Situation: ● Massive amount of content (150+ Levels) ● Desire to Increase LD Quality ● Known Scheduling Dates
  • 24.
  • 25.
  • 26. Parameters of our Situation: ● Massive amount of content (150+ Levels) ● Desire to Increase LD Quality ● Known Scheduling Dates ● Known Inter-Dependencies ● Little or no staff fluctuation ● Desire for Healthy Quality of Life
  • 27.
  • 28. $$$ $$$ No Iteration – What if? MAKE LEVEL HAVE GREAT IDEA
  • 30. Version Four Version Three Breaking Workflow Down Version Two Level “A” Ver.1 Concept Ver.2 Layout Ver.3 Markup Ver.4 Polish
  • 32. January February March SUN MON TUE WED THU FRI SAT SUN MON TUE WED THU FRI SAT SUN MON TUE WED THU FRI SAT 1 1 2 3 4 5 1 2 3 4 5 2 3 4 5 6 7 8 6 7 8 9 10 11 12 6 7 8 9 10 11 12 9 10 11 12 13 14 15 13 14 15 16 17 18 19 13 14 15 16 17 18 19 16 17 18 19 20 21 22 20 21 22 23 24 25 26 20 21 22 23 24 25 26 23 24 25 26 27 28 29 27 28 27 28 29 30 31 30 31 LEVEL A LEVEL B LEVEL C
  • 33. Version Four Version Three Continuous vs Spaced Iteration Version Two Level “A” Ver.1 Concept Ver.2 Layout Ver.3 Markup Ver.4 Polish
  • 34. V4 Lv.A Continuous vs Spaced Iteration   V3 all other levels V3 Lv.A V2 all other levels V2 Lv.A V1 all other levels V1 Lv.A 
  • 35. January February March SUN MON TUE WED THU FRI SAT SUN MON TUE WED THU FRI SAT SUN MON TUE WED THU FRI SAT 1 1 2 3 4 5 1 2 3 4 5 2 3 4 5 6 7 8 6 7 8 9 10 11 12 6 7 8 9 10 11 12 9 10 11 12 13 14 15 13 14 15 16 17 18 19 13 14 15 16 17 18 19 16 17 18 19 20 21 22 20 21 22 23 24 25 26 20 21 22 23 24 25 26 23 24 25 26 27 28 29 27 28 27 28 29 30 31 30 31 n1st Pass n2nd Pass n3rd Pass n4th Pass
  • 36. Benefits of Spaced Iteration ● Keep Fresh, Prevent Boredom ● Incrementally Work on Strong Foundation ● Time to Get, Assess, Incorporate Feedback ● Focused Efforts per Iteration ● Copes With Growth of the Project
  • 37. Game Development is Chaos ● Many Moving Parts ● Interconnected Dependencies ● Timing & Context Matter
  • 38. Inter-Dependency ● Great Code + Great Art = Great Levels ● Great Code & Great Art Take Time What can Level Designers do early on?
  • 39. Early in the dev cycle ● Less to Work With ● Everything is Possible ● Focus can be Difficult ● Little Known or Proven Good Design is Difficult Late in the Dev Cycle ● Lots to Work With ● Possibilities Narrower ● High Focus Attainable ● Ideas have been Proven or Failed Best Stuff Happens Here
  • 40. The Bethesda Level Designer ● Core Skillset ● Layout, Gameplay, Markup, Scripting, Performance
  • 41.
  • 42. The Bethesda Level Designer ● Core Skillset ● Layout, Gameplay, Markup, Scripting, Performance ● Additional Responsibilities ● Writing, Systems, Prototyping, Tools, more... ● Split Focus Benefits: ● Personal Growth as a Developer ● Maximizes Productivity
  • 43. Level Designer Role Split Building Levels Other Duties EARLY DEV Building Levels Other Duties LATE DEV
  • 44. Level Design Opportunity Time ● Best Design Happens @ the End ● Identifying Opportunity ● Content Cram vs Opportunity Time How do we create opportunity time?
  • 45.
  • 46. Iterative Passes = Laying Foundation
  • 47. Bethesda LD Passes ● Structured, Iteration-Focused Passes ● Progressive Foundation ● Timing & Context
  • 48. CONCEPT Pass Zero: Planning The Game is just out of pre-production; almost nothing exists yet. A master list of levels has been generated and assigned.
  • 49. Pass Zero: Planning ● One-Sheet Wiki Pitch ● Keep It Short ● Focus on One Unique Thing ● Story: Purpose, History, Current Event ● Generate Asset Request List
  • 50. What NOT to do on a pass ● Importance of Restraint ● Avoid Needless Work ● What’s Efficient NOW?
  • 51. What not to do @ Pass Zero ● No Editor Layouts ● No Detailed Paper Maps
  • 52.
  • 53. What not to do @ Pass Zero ● No Editor Layouts ● No Detailed Paper Maps ● No Fluff Documentation
  • 55. CONCEPT LAYOUT Pass One: Layout Full production is ramping up, but core mechanics are still missing. Level Design and Art have worked together to make Level “kits” available.
  • 56. Pass One: Layout ● Build up a Complete Layout ● Basic Rhythm and Flow ● Learning & Stress Testing the Kits ● Incidental Writing ● Connectivity & World Data
  • 57. What not to do @ Pass One ● No Optimization ● No Navmesh or Encounters ● No Lighting or Cluttering ● No Kitbashing & Arthacks
  • 58.
  • 59.
  • 60. Kitbashing & Arthacks ● Don’t Do This On Early Passes ● Expose Problems – Don’t Cover Up ● “Putting Lipstick on the Pig” ● Last Resort? Different Story.
  • 61. CONCEPT LAYOUT GAMEPLAY Pass Two: Gameplay Core Mechanics are taking shape, and the game is playable - even fun, under the correct circumstances. Primary enemy types and weapons are available, although unpolished.
  • 62. Pass Two: Gameplay ● Enemies, Patrols, Loot, Scenes ● Navmesh: AI Pathing Support ● First Pass Revisions (if Applicable) ● Non-Combat Beats (Placeholder Okay) ● Early Optimization Bounds
  • 64. What not to do @ Pass Two
  • 65.
  • 66. What not to do @ Pass Two ● Don’t Blow it all up and start over ● Tempting! New art, new ideas, sick of it, etc ● “Different, Not Better.” ● No In-depth scripting or handling ● Proof-of-Concept functionality ● Minimize pain of later changes
  • 67. Gathering Feedback ● Anecdotal feedback ● Group Critiques, Peer Review ● Artist & Lead Notes ● Compile, Collate, Look for Trends ● Reserve Reactions for Later
  • 68. CONCEPT LAYOUT GAMEPLAY COMPLETE Pass Three: Content Complete Almost all gameplay systems are functional. The majority of non- unique art is complete. The Home Stretch is just within sight.
  • 69. Pass Three: Content Complete ● Nothing Temp, Missing or Unaccounted For ● Detail & Refine Gameplay ● Reconcile w/Systems Design Goals ● Work in Feedback Pairs
  • 70. Every Third Pass is Different . . . .
  • 71. What not to do @ Pass Three ● No Detailed optimization ● Wait for final lighting/clutter ● Don’t Neglect Non-Golden Path
  • 72. Okay, so a minor confession… We don’t really call it that.
  • 73. The “Ship With Shame” Pass ● Complete doesn’t mean Quality ● Cementing Confidence in the Level ● Confidence it will get done ● Confidence it will be good ● Onward To Opportunity Time
  • 74. When It Just Isn’t Working ● Re-Design Not Taken Lightly ● Repurposing, Down-Scoping ● Mulligan Pass ● Cuts ● Strike Teams
  • 75. Short Push vs Death March ● Short, Self-Assigned Crunch
  • 76. When It Just Isn’t Working ● Re-Design Not Taken Lightly ● Repurposing, Down-Scoping ● Mulligan Pass ● Cuts ● Strike Teams ● Crunch
  • 77. CONCEPT LAYOUT GAMEPLAY COMPLETE Bonus Pass: Lighting, FX, Clutter The project focus is shifting to polish and optimization, and artists now have bandwidth to pitch in to help visually polish the levels we’ve created.
  • 78. Beauty Passes ● Lighting, Clutter, Effects, Sound ● Artists Do this Better & Faster ● Level Designer is Mostly Hands-Off ● Communicate Needs and Intent
  • 79. What not to do @ Beauty Passes ● Don’t Disengage
  • 80.
  • 81.
  • 82. CONCEPT LAYOUT GAMEPLAY COMPLETE POLISH Final Pass: Polish, Polish, Polish The Game is feature- complete and nearly done. Things will be finalized soon, and this is the time we have to polish and make sure everything is top quality by ship.
  • 83. Final Pass: Polish ● Identify Opportunities and Improve ● Respond to Accumulated Feedback ● React to Late-Dev Realizations ● Low-Hanging Fruit ● Incorporate Final Assets ● Test on Target Platforms ● Final Navmesh & Optimization
  • 84. Another Confession – Fourth Pass is Not Always Final Pass
  • 88.
  • 89. Keep the Big Picture In Sight ● Polish Parity ● No Game Gets Finished ● Do the Best You Can While You Can ● Work Healthy, Be Healthy ● Make Great Things - For A Long Time
  • 90. joel@joelburgess.com @JoelBurgess Nielsen Group Iterative Design Study: http://www.nngroup.com/articles/iterative-design/ Gunpoint Development Blog & Overview http://www.pentadact.com/2013-10-15-gunpoint-development-breakdown/ This Slide Deck will be made available online http://blog.joelburgess.com/p/design-talks.html