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Quotingmc reacted to General Vivi for an article, Designing Highly Replayable Stealth Levels for Payday 2
The Making of Murky Station: Payday 2
Payday 2 is a four player cooperative first-person shooter with RPG elements that centers around robbing banks and stealing rare loot. It was released on August 13, 2013 and has since shipped over 50 DLC packs and counting. With a thriving subreddit, it has consistently been in the top ten games played on steam. Today, I wanted to talk about my adventures designing stealth levels for Payday 2 before leaving Starbreeze in January 2018. While parts of this article are specific problems and solutions for Payday level design, I made sure to discuss them in a broader sense. The skill level of this article is for junior to mid-tier level designers, if you are a senior designer some of this article may sound familiar to you.
I'll start off by saying that Payday's stealth mechanics are not perfect and can be flawed in some areas, but I wanted to focus on the decisions behind the map design, specifically for the heist Murky Station. I'll also break down how we consider using RNG (randomization), and the ways we apply it to objectives and mechanics to keep the level fresh and replayable. This map took 6 weeks to make between 2 people. My partner took the role of Level Builder / Environment Artist and I took the role of Designer / Scripter. Between the two of us, we figured out the scale of the project based on the needs of our studio. The idea was to create a small heist that took around 10-15 minutes to finish with high replayability. There's a lot to go over, so let’s get started!
Let's start from the beginning
Before we start drawing or building layouts, we make the call if we are going to create a Loud level (combat only), Stealth level (avoid combat), or Mixed style map. For the short period of time given to us, we decided to stick to stealth only. Making this decision early on helped us create better movement options for the player and focus our efforts towards balancing patrols and objective placement. We decided that the theme of the level was a small train depot run by a group of mercenaries shipping large weapons. The main objective was to infiltrate the depot and steal an EMP bomb. Keeping the objective simple and intuitive is important in multiplayer games where players can drop in and out of the experience at any point in time.
We decided to shoot for 10 - 15 minutes of gameplay. Breaking down our main objective into smaller sub-goals that could take about 2 minutes each (this is based on our extensive knowledge of payday 2). It should be noted that this time assessment will change once the player has completed the level a few times. These numbers tend to get cut by a third, or in some cases, by half. With our main objective in mind, we can construct a simple flow diagram for the heist and start to think about possible dynamic and RNG elements that can be used to create a re-playable experience.
(This is a scripting example from our editor, each entity has it's own function)
Testing your ideas before scripting them? Wait... What?
Since 90% of Payday levels are hand scripted, it's important we don't waste time building the wrong things. Testing your objectives and complicated RNG elements has to be fast and efficient. The last thing you want to do is build an entire system and find out it sucks. Most of the time you don't even need animations or even a model to properly test your ideas. At such an early stage some floating debug text will do just fine. You might be asking, what if I don't have debug text or the ability to script? When playtesting levels for Payday 2, a lot of the time we'll get a simple block-out done and then ... here it comes ... pretend we're doing the objectives.
It might sound crazy (and not everyone can get through it without laughing) but we'll have one of the designers act out the role of Bain, our mission giver, and just spout objectives at us. We'll move through the space and pretend to see guards or hack laptops and delay time based on things we expect to happen. You can basically break down how your systems might work and try out a few possibilities. For example, knowing that you might have two escapes at either side of the map gives you enough knowledge to make pretend decisions. Telling your fellow devs the van is arriving up top and pointing out where to secure loot can help you find out if a location is interesting for the escape or not.
Even though the artists might giggle, or people from the other teams walking by stop and wonder why they can't see that hoard of enemies. It really works, and can often steer the level in the right direction and prevent us from investing too much time on the wrong objectives. Now, I know this approach won't work for all studios or situations, but all I gotta say is... don't knock it till you try it...
Constructing our Sandbox Layout
Now that we've pretended to run through our objectives and have gotten used to our basic block-out, let's talk about the layout we built for Murky Station. We went for what i'd like to call "the onion approach", which is pretty much what it sounds like. You'll have multi-layered rings that give you the sense of progression towards the center (or a goal). Essentially, we use the outer layer as the player start and each sub-objective is based inside a different layer until the player reaches the main objective (at the figurative center). This approach is very useful when working with sandbox type levels, especially when the player can virtually go anywhere they want.
Side Note: We also layer our music track each time a sub objective is finished, creating more suspense and a sense of agency.
You can see that the outer onion layer is the player spawn (colored green) on the overpass which gives them a full view of the trainyard. From here they can study patrol routes, train-car positions, and possibly objective locations. The overpass can also be used by a player with a sniper rifle to mark guards in the different lanes, helping provide accurate information on guard positions for the players on the ground floor.
The next layer is breaking into the train yard through a fence around the perimeter. The fence is here to guide the player and give them a visual boundary for the "safe zone" (where no guards patrol). The next layer is searching the train cars to discover where the main goal is hiding, followed by breaking through the vault doors inside of the trains themselves. These onion layers have to be carefully managed to give the proper impression to the player. Too many layers and you might confuse the player or make them forget what they're doing, too few and you might leave them feeling unchallenged or unaccomplished.
Player Mobility is key!
Mobility is key to providing players opportunities to express themselves and make better decisions while traversing a level. I felt that it was pretty important for Murky Station to allow for different play styles ranging from slow and methodical to fast and dirty. The last thing I wanted was to force players to play a certain way or for the routes to become predictable and linear. In order to do this, I spent the first week of development prototyping and testing out different layout ideas that would maximize paths and choices for the player.
(Here is a simplified top-down of the routes in the train yard area)
It became obvious that we would need to allow players to traverse through and under the trains as they cover most of the real estate in the train-yard. Unfortunately the older train assets were not built to go underneath, but lucky for us, the nighttime setting of the level would cover up this fact. There being only 2 of us on this project, I took a crash course in Maya and cleaned up the bottom half of the trains by removing collisions and remodeling them for readability purposes.
The next challenge was to teach the player they could hide under trains and be safe. Payday players haven't been under the trains in any other heist up until this point, so we needed to call attention to that but also show them it was a safe place. Making these spaces dark and in the shadows helped create an illusion of safety but also made it harder for players to find them.
To help solve this issue we added yellow caution tape as a trim and a dim red light under the wheels to catch the players eye. These combined elements would then be used as visual vocabulary in other parts of the level to teach players something should be explored.
One of the other ways we added more routes to the level was to build a ventilation system in the lower tunnels. Leveraging the fact that this was a stealth level to create these smaller spaces, especially since they didn't have to accommodate 40+ police officers. The vents allowed players to safely view guard patrols, search for objectives, and move loot. To prototype this, I built a modular vent system using basic mock-up units that allowed for rapid construction and testing. Funnily enough, the first iteration of the vents was too small and caused players’ bodies to clip through the floor. I was able to rework my mock-up units and we settled on standing height instead of a crouching one. Once again we used yellow caution tape as our visual vocabulary to highlight the vent entrance on the wall.
Modifying the trains and vents is one of the factors that contributed to the map’s success and gave new players more confidence to explore the trainyard and lower claustrophobic tunnels. So now that we've explored the different possibilities for movement and giving the player more choices, it's time to buckle down and get our randomization system built.
Randomizing Objectives to Maximize Replayability
RNG is one of the core pillars of Payday, so every decision we make is looked at through a lense of RNG. We strongly believe randomization should be meaningful to gameplay and not just added for the sake of it. It’s important to ask questions like: was it worth changing all the cups in your level? Did you gain anything from swapping out all of your cars and buildings? Was creating a third entrance valuable to the level? Maybe one day we'll completely randomize every object in a building down to the smallest cups, but in a game like Payday I personally feel these types of things have diminishing returns and can often ruin a planned design.
When working with RNG it's important that you ask yourself as many questions as possible to start with a strong foundation, especially if you plan on finishing on time. Something I often see junior to mid-tier level designers forget is to build for scope and set priorities on their objectives. It might sound trivial, but forgetting your priorities can send you down a black-hole that eats away all of your time.
So how did we go about adding RNG into Murky Station? Breaking down our objectives, we can start to consider what RNG options are available and doable within our one month time frame. I've also labeled them with my personal priorities (low - high).
Break into the train yard randomize breach locations (low) Locate the Bomb Train randomize train configurations (high) Hack into the train randomize panel to flip sides (low - medium) Open the Vault 4 different vault door / key types (high) Find the Vault keys The map supported up to 40 hiding locations (med - high) Secure the EMP bomb parts 2 escape locations, 1 chosen per playthrough (medium) I focused most of my efforts on randomizing the train configurations, vault doors and key placement. These objectives were critical in influencing how the player would move through the main space and how they could tackle the same area in different ways through multiple playthroughs. In order to accomplish this, I broke down my sub-goals into digestible points of interest and isolated them into their own prefabs (shown below). Doing so allowed me to script one prefab and teleport it to as many locations as I wanted. This approach made the randomization more manageable to script and cut down the amount of bugs that might have formed if I built everything by hand each time.
Side note: We gave each one of our key / vault prefabs its own unique visual and audio so that players could identify them from a distance or listen if they were close by. Providing them with this level of feedback is critical in helping them make proper decisions while traversing the level.
Now that we have our vault doors and keys figured out, I can begin the planning process of placing them throughout the level. When placing them, each location must meet certain conditions before being finalized. The main goal is to provide the player with a challenge and also encourage them to be creative in tackling the surrounding area. Having designed the layout to have many interesting choke points and traversals, it was fairly straightforward where I could place them. Collecting the keys is one of the more RNG based objectives in Murky Station, sometimes all of the keys are in different corners of the map and other times they are all next to each other. Eventually there was a script clean up to prevent overpowered locations or terrible RNG possibilities, but overall it was a huge success for the level.
We generally kept the key locations central to the layout and tried not to place them too close to the player’s safe zones. Placing several keys along the outskirts was a nice change of pace from the main lanes, providing a different type of challenge due to the openness of the layout.
This is what the upper train yard looks like and how the keys are distributed. The lower tunnels have the same amount of keys placed.
We also used the same method for spawning the train interiors and vault doors. By creating one prefab and scripting it four times inside the level (one per vault door type) we were able to randomize the location of the players’ main goal with little effort. The engine also allows us to rotate our prefabs, giving us the option to flip the train interiors. This added a whole new layer to their configurations, since some of the interior layouts were asymmetrical.
We ended up with roughly 600 train configurations, 2000 vault door combinations, and 256 sub objective configurations. With 1 of 2 exits being chosen randomly each playthrough, this really changed what types of decisions got made by the players. It also influenced how they would flow through the level and took advantage of their diverse set of movement options.
On top of that we use non-linear objectives, which basically means you can do multiple objectives at the same time or in some cases, different orders. In Murky Station, players can simultaneously be looking for keys, searching through trains, marking guards from the overpass, and securing extra loot they find. This allows 4 players to comfortably split up to cover more ground and work off each other. A well coordinated team might have two players hacking into the trains to find the EMP bomb, while the others are looking for the vault keys. I find it very important to provide all players an opportunity to contribute towards the main goal.
Side note: With all of this randomization, you might be wondering how QA can test it all. The short answer: they don’t. We need to build efficiently to insure 90% of the level is solid, and then catch as many edge cases as possible. On the Payday team, the frontline of defense for QA is the designer making the level, It’s our job to test our own work thoroughly! The way the systems above were built would only required 1 prefab to be maintained for each example. This provides us the freedom to go nutty with the customization in the level, knowing it has a low chance at affecting our prefabs. So, as long as we build smart we can cut down the amount things QA needs to test and help speed up production.
With the objectives off to a good start, let's take a look at how RNG might affect our guard patrols and cameras in the level.
Guard Patrols and RNG
Randomization can have a large effect on how smooth or frustrating a level turns out to be. One of the things we have to keep an eye on when designing stealth levels is frustrating the player through poor patrol placement, amount of guards, and how long they pause at each location. The goal is to create a fun puzzle-like challenge, not a terrible waiting game. Bad RNG might have you sitting in a corner for one minute waiting for the guard to leave, only to have another guard take his place when that minute is up. It's our job as the level designer to help prevent such situations from happening by adjusting our timings, reworking the layout, or possibly the level’s mechanics. This is why it's so important to create a solid base for player movement options from the beginning.
Since we don't want our guard patrol RNG to get out of hand, we need to be careful about how they flow through a space. Doing this requires it's own personal attention and multiple iterations. Tilt too far in one direction and you'll end up with bare areas that have no guards, tilt too far in the other direction and you'll have too many guards stacked on each other with no wiggle room. The last thing you want is the possibility of a death chain reaction. This is caused when you kill 1 guard, only to have another guard 10 meters away spot that body... forcing you to kill that guard, who eventually gets spotted by the next, ect. In Payday 2, players have a limit of 4 guards they can kill before the alarm goes off (on all difficulties). In our levels, we have to actively manage the amount of crossover between paths and how often guards might meet.
In the first test pass for Murky Station I ended up with a good amount of coverage for my level, but the downside was that some sections could randomly get 8 guards piled up. After a bit of playtesting and redesign, I decided to break up my patrols into smaller loops and add more points. This increased the amount of coverage and kept the patrols more consistent. It also lowered the maximum guard stacking to around 4 and drastically reduced the amount of death chain reactions that could happen.
First pass patrol locations
Second pass patrol locations
(the new paths provide the same amount of level coverage with a less chance of guard over-stacking)
A fresh take on an old mechanic
In most of our stealth levels we use random static security cameras to challenge the players’ skill at avoidance or sabotage. The players have multiple mechanics in order to deal with them in a variety of ways, but we hit a brick wall when discussing options for Murky Station. Due to the hallway nature of the layout and the surrounding structures, we were left with very few options when it came to camera placement. With so few options, the cameras would be no longer modifying the level in a positive way. We also found them at odds with the design of the level, since you were supposed to be searching for a specific train car. If we had cameras pointing at it, you would be able to identify it too quickly and negate the challenge of finding it.
So how did we fix these issues? Getting rid of the cameras was not really an option, so we began brainstorming and looking for assets that might be of use. It's important the core camera functionality remain intact and also continue to meet our core pillar of randomization. We discovered an old drone asset for one of the previous levels and began prototyping a few ideas. The design we ended up going with provided us the coverage we needed, while also creating a new challenge for the players to overcome.
Each train can spawn up to two drones, which will then fly around the perimeter of the train and scan for players and bodies. Randomly throughout the level, three to four drones will be activated to begin their scan. The loop takes about 30 seconds before they return to their trains and deactivate. The cycle continues like this every few minutes until the level is finished.
On harder difficulties, more drones will spawn and they will become indestructible.
What's great about the drones from a design perspective, is that we can dynamically modify how the level gets played and prevent players from getting comfortable in using the same routes each play-through. Some players will avoid lanes with drones, more skilled players will dodge them using their movement options, and some players might even get trapped and need to think of a new routes. Let's take a look at the patrols and drones in action.
(This clip is sped up about 8x and set to the hardest difficulty to help illustrate pathing and drone movement)
Closing thoughts
Murky Station was such an enjoyable experience to work on that I still play it to this day. When you break down the objectives and how they influence one another in a co-op space, you can begin to see the bigger picture and how a well-planned level with controlled RNG elements can stay fresh and replayable. Experimenting with different types of RNG is something I find very interesting, especially when you combine it with level design. I hope my article gave you some more insight into how we build with RNG and why we consider it one of our core design pillars. If you found this article helpful, let us know in the comment section!
Thanks for reading, here is my Info :
Twitter: @generalvivi
Email: generalvivi [at] gmail . com
Website: www.generalvivi.com
Before you go!
If you enjoyed this article and would like to hear how we used RNG in other ways, check out Patrick Murphy's article on the Payday 2 level "Hoxton Breakout".
I also have a speedrun (1min) of the level for you to check out and a playthrough on the hardest difficulty (10 mins) by one of the pros from the community.
Fastest time 2018 (warning to lower volume)
10 min gameplay video showing off a lot of variety in the heist.
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Quotingmc reacted to Rusk for an article, Effect and Cause - Titanfall 2 Level Breakdown
Intro
Titanfall 2 was one of the best FPS titles of 2016, featuring a very strong single-player campaign with interesting combat and puzzle gameplay for both players and their Titan. Additionally, each level featured its own special twist: "Effect and Cause", for example, presents players with a memorable time-traveling mechanic.
The time-travel mechanics of "Effects and Cause" serve couple of purposes, influencing not only the way players traverse the environment and its associated obstacles, but also how they fight through the level's combat scenarios. Two different time periods are a threat to the player, so the designers decided to allow players to see where the enemies from the past are located.
Once you move from past to the present, enemies leave a small blue particle in the place where they had been standing. Although the effect lasts no longer than two seconds, it’s enough to help players plan their next move. This twist on encounters makes them much more interesting and dynamic.
For "Effect and Cause", the developers created distinct enemies archetypes with different engagement distances and attacks for each time period. In the present (a destroyed version of the map) the player deals with robots and wildlife. In the past, players face armed guards in the facility. Eliminating the danger in one reality does not make it disappear in the other, forcing players to think constantly about their position versus the enemies in the different time frames.
Let’s discuss three selected encounters from "Effects and Cause" in-depth to see how they work in action!
Encounter 01
The first encounter where players freely use the time-shift mechanic starts shortly after players exit a lab area. Here, enemies are located only in the past, when the facility is operating and functional. This prevents players from becoming overwhelmed with two types of enemies in two different realities within the first big encounter of the level.
Layout
Combat space
This encounter is set up in two distinct spaces. The first space is a big room with a single entry point in the form of a double door opened by a panel, with combat focused at the far end of the room. The second space is a large corridor with a pocket in the middle and a security room at the end. A panel in the security room must be used in order for the player to progress.
Both encounter spaces are divided by a time-shift puzzle, the only way to continue onto the next arena. This time-shift puzzle serves as combat gating and also adds variety to encounters that are otherwise only about shooting. The gating also teaches the player that some spaces cannot be traversed in any time period, and that the only solution to the obstacle is to find alternative routes.
Enemies
There are eleven enemies in this encounter: four located in the first room, and seven in the second room. Once you eliminate the two enemies in the first room, the remaining two enemies get into position. The second space has a fixed number of soldiers, with no additional waves. All the soldiers are using guns or rifles. The advantage/challenge to the player in this encounter comes from the number of the enemies, not their abilities.
Encounter design
Once the player enters the first space, they see two soldiers talking to each other. It’s up to player to start the fight and pick their preferred attack method. Once the first two enemies are eliminated, players enter an area with clearly defined architecture and a no-man’s-land inbetween. Players should also see a weapon lying on the desk, a gameplay "carrot" which helps to draw players into the fight. The enemies will hold their positions and try to shoot the player from behind the safety of cover.
The second area gives players more options, and also allows them to scan the area earlier (both from the first room through the lasers, and also from a vent). The designers ramp up the difficulty here, introducing more enemies into a tighter space.
With the time-switching mechanics at hand, players can prioritize threats in order to set up their own tactics. It’s clearly up to player how to plan and play this encounter. As there is no threat in the past timeline, players can experiment with going back in time without punishment, ‘escaping’ the combat at any given moment in order to reload, reposition and jump back to the action. This encounter is memorable as it is the first time that players fully use their time switching mechanic, functioning as a safe environment to learn. In other words, it's a skill check and a preparation for what lies ahead...
Encounter 02
The second encounter worth analysis is much more varied with how it positions enemies throughout the level. It also places enemies in both time periods, serving as a playground for prioritization strategies and other interesting player tactics. This encounter also features more verticality, which helps prevent players from feeling too overwhelmed with enemy forces, while also allowing players to use more of their Titan-piloting skills.
Layout
Combat space
This encounter is located in a fairly large room with ample verticality. Players enter the space on the upper floor through a single entry point and continue their way onto a balcony, letting players familiarize themselves with the space from above. At the far end of the room, players will spot a staircase going down to the lower level where elevators are located. This area has two big areas of standing cover, accessible on both heights, and a variety of crouch-height cover such as railings, desks and potted plants. This space also has a small side-room allowing further tactical options. This whole area is gated with an elevator door which does not open until the combat encounter is over.
Enemies
This encounter is quite varied in terms of the enemies players face. In the past timeline, players face eleven soldiers: nine regular soldiers and two heavy soldiers with shields. These soldiers come in four groups of two or three each. The solders come with short intervals inbetween each wave, so that the player has time to react and make more intellectual choices.
In the present, players face three robots appearing almost at once when they walk along the balcony at the top of the space. Once the player goes down, they have to fight four prowlers which appear one after another with a couple of seconds delay between each new spawn.
Encounter design
We start the encounter in the present timeline, with the gate blocked in the past timeline. On the way to the staircase, three enemy robots spawn but do not pose a big threat to players. Once players move down, their attention is drawn to a desk with guns. This helps players to immediately position into a location in front of the elevators.
Once players shift to the past, enemies start to appear from the elevators. There is not enough cover to fight off all of the attackers, forcing players to prioritize and switch in time to better position themselves for attack. Once players go back into the present, prowler enemies will start to appear, forcing players to continue constant movement.
This encounter may feel a bit hectic, but it is a good test of both pilot skills and thoughtful time switching. It's the first encounter which forces players to prioritize which enemies they want to deal with first in different time periods. Due to the designer's smart use of the elevators, vents, and robot storage, enemies are brought into the field in an interesting way. But at the same time, enemies are introduced to the player with clear sound and visual cues, so they remain alert to upcoming surprises.
Encounter 03
The third encounter I want to breakdown is by far the most robust yet. It features different height levels, space divided into two areas, and flanking paths which can be accessed only through certain time periods. It serves as the "final skill check" for all of the pilot abilities and time-shifting gathered thus far in "Effect and Cause".
Layout
Combat space
This encounter is spread across two areas of vertical space, connected by multiple paths that create nice loops for players to use to their advantage. There is one clear entry point with a wide view of the whole combat space and one exit located in the second area, but the space inbetween offers a great deal of choice in terms of how players can tackle the encounter.
Playing through the encounter, players will learn that there is a geometry difference between the two different time frames that can be overcome with some of the pilot skills at their disposal. A big catwalk goes around the whole room with additional rooms with guns and ammo on the bottom level, for example. The amount of space available is needed, because the combat space is packed with enemies.
Enemies
In the past, players have to fight twelve soldiers: nine regular soldiers and three heavies with shields, as well as three robots. The enemies are spread out across the whole space of the encounter, but because the areas are connected with each other through multiple paths, the enemies will try to chase and eliminate the player. This means that the encounter feels very dynamic and tense.
In the present, players face robots: eight prowlers inside, and even more of them outside fighting with BT (the player's Titan). The enemies in the present are hostile to each other, showing players an example of how the enemy AI can actually fighting eachother: information which players can then use to their advantage.
Encounter design
Players enter this area in the past, where they witness a single back-facing enemy, instantly inviting them to perform a takedown. From this point, the encounter is very open to experimentation: the player can either continue in the past and fight a big wave of soldiers coming through the main path (a staircase in the middle), or they can switch to the present, where they will find open flanking paths on both sides of the level. Going with the latter option offers a moment to breathe before prowlers are spawned, but it will also disable an ammo dispenser in the first area, adding consequence to player choices.
Staying in one place will result in a massive pile-up of enemies in the area, so players are motivated to move around a lot, time shifting when needed. The second area of this encounter is one of the level's biggest in-door combat spaces. If players choose to go into this second area in the past, the encounter will be quite vertical with soldiers located both on the ground and on the upper catwalk. Switching to the present will cause a bigger concentration of enemies on the ground floor.
Players are given enough space to fully use pilot’s zip-line ability to create shortcuts across the room, accessing the various loops and ammo dispensers needed to create a fair fight despite overwhelming enemy forces. There are very few conditions placed upon this encounter, so players can leave the area and jump into his Titan to deal with different threats at any time. Overall, this encounter serves as a test of everything learned previously, with players having the option to ‘lower’ the difficulty of the encounter using their titan.
Conclusion
The above examples are just a slice of Titanfall 2 gameplay contained within the excellent level "Effects and Cause", but in my opinion clearly shows how this great game was enhanced by its time shifting mechanic. The idea is fairly simple: time-shifting is nothing more than teleportation between two different levels, one layered on top of another, but the strong execution makes for a memorable experience that really stands out in comparison with other shooters. I highly recommend playing "Effects and Cause" as it is both challenging and fun, a level where Titanfall 2's time-shift mechanics comes into focus, providing additional depth to the whole game.
Thanks for reading!
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Quotingmc reacted to FrieChamp for an article, Finding your own path as a professional Level Designer
The following article contains quotes from interviews with Todd Papy, Design Director at Cloud Imperium Games, Geoffrey Smith, Lead Game Designer at Respawn Entertainment, Paul Haynes, Lead Level Designer at Deep Silver Dambuster Studios and Sten Huebler, Senior Level Designer at The Coalition. A big heartfelt 'thank you' goes out to these guys who took the time out of their busy schedules to answer my questions!
On the MapCore.org forums many amateur level designers ask for feedback on their portfolios or for advice on how to break into the games industry. But once you have signed your first contract and you have your foot in the door you will realize that this step marks merely the beginning of your journey. It is a winding path with many diverging branches and without much information available on the road ahead. This is the reason why I decided to interview professional designers in Senior, Lead or Director positions to share their personal experiences and advice with others trying to navigate this field. It is worth mentioning that the questions were not selected and phrased with the goal in mind to compile a ‘how to get promoted fast’ guide. Instead I wanted to give level designers insights into the careers of others - who have stood at the same crossroads before - in hopes that they get the information to pick the path that is right for them.
Hands-On VS Management
At the beginning of his career, Todd Papy started out as a “designer/environment artist” – a job title that dates back to times when team sizes were much smaller and one person could wear both hats at the same time. As the project complexity and team size grew, he specialized in level design at SONY Santa Monica and worked on the God of War titles. During his time there he moved up the ranks to Lead Level Designer, Design Director and eventually Game Director. From level design to directing a game - a career thanks to careful long-term planning and preparation? “It wasn’t even on my radar” says Todd. “I just wanted to build a game with the team and soak up as much information from the people around me as possible.”
So how do level designers feel who step into positions where the majority of their daily work suddenly consists of managing people and processes? Do they regret not doing enough hands-on-work anymore? Todd says he misses building and crafting something with his hands, but instead of going back to his roots, he decided to look at the issue from a fresh perspective: “As a Lead or Director, your personal daily and weekly satisfaction changes from pride in what you accomplished to pride in what the team has accomplished.“ Today Todd is designing the universe of 'Star Citizen' as Design Director at Cloud Imperium Games.
Geoffrey Smith - who created some of the most popular multiplayer maps in the Call of Duty and Titanfall series and who is now Lead of the ‘Multiplayer Geometry’ team at Respawn Entertainment - says his output of levels remains unchanged thus far, but he can “easily see how being so tied up with managing would cut into someone's hands-on work”. Geoffrey calls for companies to provide the necessary training to employees new to management positions: “Managing people and projects is hard work and is normally a vastly different skill set than most of us in games have. Maybe that is why our industry has such problems with meeting deadlines and shipping bug-free games. A lot of guys work for a long time in their respective disciplines and after many years they get moved into a lead position. They certainly know their craft well enough to teach new guys but managing those guys and scheduling would be something brand new to them. Companies need to understand this and get them the training they need to be successful.” At Respawn Entertainment, the studio provides its department leads with training seminars, which helps the staff immensely, according to Geoffrey.
Sten Huebler, currently working as a Senior Level Designer at Microsoft-owned The Coalition, in Vancouver, says he definitely missed the hands-on work when he worked in a Lead capacity on 'Crysis' and 'Crysis 2': “I was longing for a more direct creative outlet again. That is why coming to The Coalition and working on Gears of War 4, I really wanted to be hands on again.” To Sten it was the right move because he enjoyed working directly on many of the levels in the game’s campaign and could then experience his fruit of labour with others close to him: "After Gears 4 shipped, playing through the campaign, through my levels with my brother in co-op was a blast and a highlight of my career. He actually still lives in Germany. Being able to reconnect with him, on the other side of globe, playing a game together I worked on...So cool!"
'Gears of War 4' developed by The Coaliation and published by Microsoft Studios
Paul Haynes, Lead Level Designer at Deep Silver Dambuster Studios, encourages designers to negotiate the amount of organizational tasks and hands-on work before being promoted into a position that makes you unhappy: “I always told myself that I wouldn’t take a Lead position unless it could be agreed that I retain some hands-on, creative responsibility, after all that’s where I consider my strongest attributes to lie. I agreed to both Lead positions (Cinematic/Level Design) under that principle - I never understood the concept of promoting someone who is good at a certain thing into a position where they potentially don’t get to do that thing anymore, as they spend all their time organising others to do it. So far I’ve managed to maintain that creativity to some degree, though I would imagine it’s never going to be quite the same as it used to be, as I do have a team to manage now. On the flip side though, being able to control and co-ordinate the level design vision for a project and having a team to support in fulfilling that is quite an exciting new experience for me, so not all the organisation and planning is unenjoyable.”
Specialization VS Broadening Skillsets
For the level designers who aren’t afraid of management-related tasks and who are willing to give up hands-on work for bigger creative control, what would the interviewees recommend: specialize and strengthen abilities as an expert in level design further or broaden one’s skillset (e.g. getting into system design, writing etc.)? Paul believes it doesn’t necessarily have to be one or the other: “I think it’s possible to do both (strengthening abilities and broadening skillsets) simultaneously, it would really depend on the individual involved. I would say that a good approach would be to start with the specialisation in your chosen field and then once you feel more comfortable with your day to day work under that specialisation, take on work that utilises different skillsets and experiment to see if you find anything else you enjoy.” He started out as a pure level designer but subsequently held roles that involved game and cinematic design at Codemasters, Crytek and Dambuster Studios. “I’ll always consider myself a level designer at heart”, says Paul, “though it’s been incredibly beneficial for me to gain an understanding of multiple other disciplines, as not only has it widened my personal skillset but it has enabled me to understand what those disciplines have to consider during their day to day job roles, and it has helped me to strengthen the bond with those departments and my level design department as a result.” This advice is echoed by Todd who encourages level designers to learn about the different disciplines as “that knowledge will help solve issues that arise when creating a level.”
'Homefront: The Revolution' developed by Dambuster Studios and published by Deep Silver
Sten also gained experience in related disciplines but ultimately decided to return to his passion and do level design. He explains: “It’s a good question and I feel I have been wondering about this myself regularly in my career. I think those priorities might change depending on your current situation, your age, your family situation, but also depending on the experience you gain in your particular field. (…) In my career, I was fortunate enough to try out different positions. For example, I was a Level Designer on Far Cry (PC), Lead Level Designer on Crysis 1 and Lead Game Designer on Crysis 2. Each position had different requirements and responsibilities. As a Lead Level Designer I was more exposed to the overall campaign planning and narrative for it, while on Crysis 2 I was more involved in the system design. However, my true passion is really on the level design side. I love creating places and spaces, taking the player on a cool adventure in a setting I am crafting. My skills and talents also seem to be best aligned on the level design side. I love the combination of art, design, scripting and storytelling that all come together when making levels for 1st or 3rd person games.”
Picking The Right Studio
As you can certainly tell by now, all of the interviewees have already made stops at different studios throughout their career. So each one of them has been in the situation of contemplating whether to pass on an offer or put down their signature on the dotted line. This brings up the question what makes them choose one development studio over the other? To Geoffrey it depends on what stage of your career you are in. “If you're trying to just get into the industry for the first time, then cast your net wide and apply to a lot of places. However, ideally, someone should pick a studio that makes the types of games they love to play. Being happy and motivated to work every day is a powerful thing.”
This is a sentiment that is shared by all interviewees: the project and team are important aspects, but as they have advanced in their career other external factors have come into play: “It’s not just about me anymore, so the location, the city we are going to live in are equally important.” Sten says.
Paul is also cautious of moving across the globe for a new gig. “The type of games that the company produces and the potential quality of them is obviously quite important – as is the team that I’d be working with and their pedigree. More and more over the years though it’s become equally important to me to find that balance between work and life outside of it. Working on games and translating your hobby into a career is awesome, but it’s all for nothing if you can’t live the life you want around it.”
And it is not just about enjoying your leisure time with family and friends, but it will also reflect in your work according to Todd: “If my family is happy and enjoys where we live, it makes it a lot easier for me to concentrate on work.” He also makes another important point to consider if you are inclined to join a different studio solely based on the current project they are working on: “The culture of the studio is extremely important. I consider how the team and management work together, the vibe when walking around the studio, and the desk where I will sit. Projects will come and go, but the culture of the studio will be something that you deal with every day.”
'Star Citizen' developed and published by Cloud Imperium Games; screenshot by Petri Levälahti
But it goes the other way around, too: When it comes to staffing up a team of level designers, these are the things that Todd looks for in a candidate: “First and foremost, I look for level designers that can take a level through all of the different stages of development: idea generation, 2D layouts, 3D layouts, idea prototyping, scripting, tuning, and final hardening of the level. People that can think quickly about different ideas and their possible positive and negative impacts. They shouldn’t get too married to one idea, but if they feel strongly enough about that specific idea they will fight for it. People that approach problems differently than I do. I want people that think differently to help round out possible weaknesses that the team might have. People who will look for the simplest and clearest solution vs. trying to always add more and more complexity.“
For lead positions, it goes to show yet again how important a designer's professional network is, as Todd for example only considers people that he already knows: “I try to promote designers to leads who are already on the team and have proven themselves. When I am building a new team, I hire people who I have had a personal working relationship before. Hiring people I have never worked with for such positions is simply too risky.”
Ups & Downs
While the career paths of the designers I interviewed seem pretty straightforward in retrospect, it is important to note that their journeys had their ups and downs as well. For instance Geoffrey recalls a very nerve-wracking time during his career when he decided to leave Infinity Ward: “We had worked so hard to make Call of Duty a household name but every day more and more of our friends were leaving. At a certain point it just wasn't the same company because the bulk of the people had left. The choice to leave or stay was even giving me heart palpitations. (…) After I left Infinity Ward, I started working at Respawn Entertainment and by work I mean - sitting in a big circle of chairs with not a stick of other furniture in the office - trying to figure out what to do as a company.” But he also remembers many joyful memories throughout his career: Little things like opening up the map file of multiplayer classic ‘mp_carentan’ for the first time or strangers on the street expressing their love in a game he had worked on. To him, shipping a game is a very joyful experience by itself and the recently released Titanfall 2 takes a special place for him. “The first Titanfall was a great game but we had so many issues going on behind the scenes it felt like we weren't able to make the best game we were capable of. (…) After all the trials and tribulations of starting a new game company, Titanfall 2 is a game I am very proud to have worked on.”
'Titanfall 2' developed by Respawn Entertainment and published by Electronic Arts
As a response to the question of what some of the bigger surprises (good or bad) in his career have been thus far, Paul talks about the unexpected benefits of walking through fire during a project’s development and the lessons he learnt from that: “It surprised me how positively I ended up viewing the outcome of the last project I worked on (Homefront: The Revolution). I’d always thought I would aim to work on big, successful titles only, but I guess you don’t really know what’s going to be a success until it’s released. Obviously it was a disappointing process to be part of, and a lot of hard work and effort went into making it, despite the team always knowing that there were some deep lying flaws in the game that weren’t going to be ironed out. We managed to ride the storm of the Crytek financial issues in 2014, coming out on the other side with a mostly new team in place and yet we carried on regardless and managed to actually ship something at the end of it, which is an achievement in itself. I see the positives in the experience as being the lessons I learnt about what can go wrong in games production which stands me in good stead should I decide to take a more authoritative role somewhere down the line. Sometimes the best way to learn is through failure, and I don’t believe I’d be as well rounded as a developer without having experienced what I did on that project.”
Last Words Of Advice
At the end I asked the veterans if they had any pieces of advice they would like to share with less experienced designers. To finish this article I will quote these in unabbreviated form below:
Geoffrey: “I guess the biggest thing for guys coming from community mapping is figuring out if you want to be an Environment Artist or a Geo-based Designer and if you want to work on Single-Player or Multiplayer. Each has its own skills to learn. I think a lot of guys get into mapping for the visual side of things but some companies have the environment artists handle the bulk of that work. So figuring out if making the level look great is more enjoyable to you or thinking it up and laying it out is, will help determine which career you should follow. Other than that, just work hard and always look to improve!”
Todd: “BUILD, BUILD, BUILD. Have people play it, find out what they liked about it and what they didn’t. Build up a thick skin; people will not always like your ideas or levels. Try out new ideas constantly. What you think looks good on paper doesn’t always translate to 3D. Analyse other games, movies, books, art, etc. Discover what makes an idea or piece of art appeal to you and how you can use that in your craft.”
Paul: “The games industry is not your regular nine to five job, and everyone is different so it’s difficult to lay down precise markers for success. Different specialisations have different requirements and you can find your choices leading to different routes than your fellow team members. You need to make sure you carve your own path and try everything you can to achieve whatever your personal goals are within the role; success will come naturally as a result of that. You need to be honest with yourself and others, open to criticism and willing to accept change. I’ve seen potential in people over the years hindered by stubbornness, succeeding in the games industry is all about learning and constantly adapting. Also it’s important to keep seeing your work as an extension of a hobby, rather than a job. The moment it starts to feel like a means to an end, you need to change things up to get that passion back.”
Sten: “I always feel people should follow their passion. I firmly believe that people will always be the best, the most successful at something they love. Of course, it is a job and it pays your bills, but it’s also going to be something you are going to do for gazillions hours in your life, so better pick something you like doing.”
Written by Friedrich Bode for mapcore.org
What are your personal experiences? Do you agree with the statements made by the interviewees? Any advice you would like to share with fellow level designers or game developers in general? Let us know in the comments!
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Quotingmc reacted to will2k for an article, Optimizing An Open Map in Source Engine
An open map?
Source engine, which is funnily a Quake engine on steroids (a bit of exaggeration but still), inherited the same limitations of its parents in terms of visibility calculations: BSP and PVS. This fact makes Source, as was Quake engine before, more suitable to rooms and hallways separated by portals where the BSP shines in all its glory.
Inheritably, Source does not like large open maps where the PVS is of considerable size and the over-rendering is a real issue.
If you work with Source engine, then you already know the importance of optimization in a large, detailed map. Optimization becomes even more imperative when the said map is open.
What’s an open map? Good question. The word “open” is an umbrella term to denote any map that does not have traditional hallways and corridors that connect indoors to outdoors. The map is mostly large, outdoors with an unbroken skyline; in other words, the same stuff that source engine nightmares are made of in terms of PVS and BSP.
In a traditional “hallway’d” map with twisted corridors leading to open areas followed by other hallways, and even if you “forgot” to place hints and areaportals, the geometry itself allows the engine to cut visleaves and limit visibility; granted the visleaves’ cuts will be subpar and messy and the PVS will be in excess, but still, the visibility and fps will be relatively under control. A twisted hallway is a remedy to long sight lines after all.
In an open map, and without hallways and enough geometry to help the engine, the PVS risks to be huge and the whole map could be rendered at once from any point (over-rendering). We are talking here about a severe fps killer and a potential slideshow on a medium to low range computer. Source does not like over-rendering; I repeat, Source does not like over-rendering.
I believe a screenshot should be welcome at this stage to illustrate an open map. I’ve chosen a nice medium-size map from CSGO to showcase the issue: de_stmarc.
The shot is taken in Hammer obviously, and you can immediately see that the skybox is one big unbroken body from one edge of the map to the opposite one. This is the classic definition of open map.
Let’s see this map in 2D view from the side.
I have highlighted the skybox in blue so you could see the continuous sky body all over the map. Please note that an open map can have varying skybox shapes but I’ve chosen the simple and classic one to showcase my point where it is easier to see and visualize the concept of open map.
In contrast, a “traditional” map will have several skyboxes, often not connected directly but rather through a system of indoor rooms or hallways, varying in size and shape.
I will have my map de_forlorn as example here.
I have also highlighted the skybox in blue and you can easily notice several skyboxes for CT spawn, T spawn, and Mid/bombsites. These skyboxes are not directly connected to each other but the areas related to them are linked on the lower levels through various indoor locations, some vast (like garage, tunnels…) and some small (like lab hallway…).
If you are not that comfortable with source optimization or feel that certain terms are alien to you, then please read my previous optimization papers and articles before proceeding further in this article (Previous papers can be found here Source Engine Optimization roadmap).
The necessary tools
I’m not revealing a secret when I tell you that the same tools used to optimize any map in Source are exactly the same ones used for optimizing an open map. If you were expecting some magical additional tools, I’m sorry to bust your bubble.
Since the tools are the same (nodraw, func_detail, props, hints, areaportals, occluders…), it is more about how to use them in open maps that makes all the difference.
So, how to properly optimize an open map? Well, you could always pay me to do so for you (joking…not…maybe…I dunno!!)
If the above option is off the table, then read on the rest of this article .
Horizontal hints
While in a traditional map one might get away without using horizontal hints, it is virtually impossible to skip them (pun intended) in an open map unless you want to witness single digit fps burning your eyes on the screen. They are of utmost importance to negate the "tall visleaves across the map" issue.
In a traditional map, even if you bypass adding horizontal hints, the damage in fps will mostly be local since the skyboxes are not connected and areas are mostly autonomous in terms of PVS. In case of my map “Forlorn” and referring to the 2D diagram above, if I remove horizontal hints from CT spawn, then only this area will suffer from tall visleaves and over-rendering. Obviously, this is not cool in terms of optimization, but at least the effect will be somehow restricted to this area only.
In the case of “Stmarc”, you can certainly see that not including horizontal hints will have tall visleaves seen from across the map as the skybox is one unit. The PVS will grow exponentially and the over-rendering will take its toll on the engine.
Let’s move on to some screenshots and diagrams, shall we.
This is our glorious open map in side view. The blue lines denote the skybox, the dark grey one is the ground, and the green rectangles represent solid regular world brushes such as building bases for example. The red starfish little-man-with-arms-wide-open is the player. The orange hollow rectangles denote the various visleaves that the engine would probably create in the map (most go from ground level to skybox level and this is what I refer to as “tall visleaf”).
If you know your optimization, then you certainly remember that BSP relies on “visibility from a region” approach (for a refresher, please consult my papers Demystifying Source Engine Visleaves and Source Engine PVS - A Closer Look. This simply translates to the following: the player is in visleaf A and visleaf A has direct line of sight to visleaves B, C, D, E, F, and G. The PVS for A in this case would be stored as BCDEFG. Once the engine recognizes that the player is in A, and regardless of the exact position in A, it will proceed to render the whole PVS content. Everything in visleaves BCDEFG will be rendered even though the player is at the extreme end of A and has no line of sight to most of this content.
You can immediately notice the extent of damage you will inflict on your open map if you neglect adding horizontal hints: excess PVS with additional useless content to be rendered at all times.
Now that we established the importance of these horizontal hints in open maps, the question remains: where shall I put these hints?
In the diagram above, the most logical places would be on top of the 3 green rectangles.
We added 3 horizontal hints (H1, H2, H3) on top of the 3 regular brushes in our map (the hint face neatly resting on the top of the regular brush while other faces are textured with “skip”). This will create more visleaves as can be clearly seen in the above diagram, and vvis will take more time to calculate visibility due to the increased number of leaves and portals but this is done for the greater good of humanity your map’s fps.
Now the player is in visleaf A1 and the PVS is reduced to (sit tight in your chair) A2, A3, A4, B1, B2, C3, C4, D1, E4, F3. On top of the nice result of a greatly reduced PVS (and therefore content to render), keep in mind that leaves A4, B2, C4, D1, E4, and F3 are mostly empty since they are way up touching the skybox.
Some folks will start complaining and whining: what the hell dude, I don’t have 3 green rectangles in my map; where would I put my hints?? My answer would be: deal with it!!
Joking aside, open maps will greatly differ in size, shape, geometry, and layout. What you need to do is choose 1 to 5 common height locations in your map where you would implement these hints. Medium maps with mostly uniform building heights can get away with 1 horizontal hint, while complex, large maps with various building heights can do with 4-5 hints.
If your map has a hill made of displacements that separates 2 parts of the map, then it is also a candidate for horizontal hints. You just need to insert a nodraw regular world brush inside the displacement to be used as support for the horizontal hint (the same technique can be used if you have a big non-enterable hollow building made mostly of func_detail/props/displacements).
Vertical/corner hints
These might not come into play as much as their horizontal siblings, however they could see a growing potential use depending on the map’s layout, geometry tightness versus openness.
I cannot go through all combinations of open maps obviously to show you how to lay vertical and corner hints; what I will do is choose one diagram representing a typical open map scenario with some scattered houses, streets, and surrounding fields. Once you see how I proceed with these hints, it will become a lot easier for you to implement them in your own map regardless of the differing geometry and layout.
Here’s our typical map viewed from top with grey lines being map borders, green rectangles being houses (solid world brushes), and our tiny red player at the rightmost part of the map. The map has a main street that goes in the middle between houses but the player is not restricted to this path only.
The diagram below shows how I would proceed with my hints for such setup.
This is basically what you get when you give a 5-year-old some crayons.
Seriously though, I just gave each hint a different color so you could discern them on the spot, otherwise it would be hard to tell where each one starts and ends.
Most of these hints go from one side of the map to the other while going from ground level to skybox top; don’t be afraid of having big hints that cross your entire map.
Notice that we have both straight vertical hints (shown from above in the diagram obviously) and corner hints; what I did is that I compartmentalized the map so wherever the player is, chances are they will have the least amount of leaves to render in the PVS (this is just a basic hint system and more fine tuning and additions could be done but you get the gist of it).
To get more details on hint placement, please refer to my paper Hints about Hints - Practical guide on hint brushes placement
Areaportals
If your map has enterable buildings, then it is imperative to separate indoors from outdoors using areaportals; this is top priority.
Make sure to slap an areaportal on each door, doorway, cellar door, window, roof opening, chimney, etc. that leads inside the house in question.
What about outdoor areaportals? Good call. In an open map without much regular world brushes to maneuver, it could get very tricky to set up an outdoor areaportal system to separate areas. However, you should always strive to have one, even if it is one or two areaportals across the map. The reason is very simple: the view frustum culling effect, which, coupled with hints, will yield the best results in cutting visibility around the map.
Continuing with our previous diagram, a simple outdoor areaportal system setup could be as follows (top view).
This setup will make sure that the map is split into 4 areas and whenever you are in one of them as player, the view frustum culling effect will kick in to cull as much detail as possible from the other areas.
Let me show you the setup from a side view to make it easier to visualize.
This is the same areaportal that was closest to the player in the top down view diagram but this time viewed from the side. Unlike hints where it’s fine to have one big hint going across the map, for areaportals, it is best to have several smaller ones that tightly follow the contour of the geometry eventually forming one big areaportal system.
Another possibility for outdoor areaportal system is to have a combination of vertical and horizontal (yes horizontal) areaportals.
If your map is a village for example with a highly detailed central square where most of the action takes place, a potential system could be made of several vertical areaportals that sit in every entrance to the square from adjacent streets, and a horizontal areaportal that “seals” the area and works as a “roof”.
For a practical guide on areaportals placement, please check out my article Practical guide on areaportals placement
Props fade distance
This is a really, really important tool when optimizing large open maps. In case you got distracted while I was making the announcement, I’ll go again: props fading is definitely vital when tackling open maps optimization.
What you need to do is to set an aggressive fade distance for all trivial props that do not contribute to gameplay. Players will look closely at how detailed your map is when they check it out solo on the first run; however, when the action starts and the round is underway, adrenaline, focus, and tunnel vision kick in, and all the details become a blur.
During an intense firefight, players will not notice small props and details up close, let alone at a distance. We need to use this to our advantage to fade props thus releasing engine overhead; a faded prop is not rendered anymore and engine resources will be freed and allocated elsewhere.
Your map geometry will dictate the proper fade distances, but as a rough guideline, small props could have a fade distance anywhere from 800 to 1200 units (flower pot on a window sill, small bucket at the back door, a bottle on the sidewalk…), while medium props could do with 1400-1800 range (a shrub, a power box on the wall, an antenna on the roof, wood plank, gutter pipe, fire hydrant…).
Be very careful though not to prematurely fade critical props used for cover or game tactics (car in the middle of the street, sandbags, stack of crates, dumpster on the sidewalk…).
Cheap assets
Many people forget about this technique which is more than needed when it comes to open maps that tend to have larger average PVS than traditional maps.
I showcased in a previous article of mine the fps cost of cheap and expensive assets (Source FPS Cost of Cheap and Expensive Assets).
Get in the habit of using the low-poly model version as well as the cheap texture version in the distant non-playable areas and the high unreachable areas where players won’t have much of close contact with the environment. Potential candidates could include a distant field, the unreachable opposite bank of a river, a garden behind hedges/walls, high rooftops, the 3D sky…).
Fog/Far-z clip plane
This technique, when correctly used, can provide a big boost to your frame rate as parts of the world beyond the opaque fog won’t be rendered at all.
For this technique to work properly, your map should have a foggy/rainy/stormy/dusty/hazy/night setting (use as applicable) where a fully opaque fog won’t appear out of place. Obviously, if your map takes place in a sunny and clear day, this technique won’t work much and it will look inappropriate.
Using this is simple: For example, if your map is set in a rainy and foggy day, you just need to set the fog end distance while having its density set to 1. You will then set the far-z clip plane to something slightly higher than the maximum fog distance (if the fog end distance is 8000 units for example, the far-z could be set to 8200).
3D skybox
This is another good technique to reduce engine overhead and the cost of rendering.
It is true that the 3D sky is used to expand the limits of your level and decorate its surrounding, however, since it is built at 1/16 scale (and expanded in-game), it is also a nice way to decrease rendering costs. Use this to your own advantage and relocate assets in the non-playable areas with limited player interaction to the 3D sky.
One thing to keep in mind though, the 3D sky’s visleaf is rendered at all times on top of the PVS in the playable area. Do not go overboard and make an extra complex, highly expensive 3D sky or you would be defeating the purpose of this optimization technique.
Occluders
You thought I forgot about occluders? Not a chance as these are the big guns when it comes to large open maps with little world brushes to use for other optimization techniques.
Let’s clear one thing first; if your map is made mostly of brushwork and displacements with little to no props, then there is absolutely no need to resort to occluders as they’d be totally useless in this case. Only when the map is loaded with models and props in an open setup with little regular world brushes that occluders come to play in force.
To place occluders, you would search for areas where these occluders could make the most impact (low fps, high traffic, props abundance) since they run in real time and are expensive, otherwise their cost would outweigh their benefit in terms of frame rate variation.
Remember that occluders rely on the player’s position and field of view relative to the occluder to calculate what gets culled. You need to place them in a way to maximize the number of props to be culled behind them when the player stands in front of these occluders.
Let’s see some examples.
We go back to our famous top down diagram; the occluder is dark blue placed on the left wall of the large house while the little black stars represent various props and models. The 2 diagonal black lines denote the player’s FOV relative to the occluder. Anything behind the occluder and within the view frustum will be culled.
That’s nice; we are able to cull 4 props but is it enough? It is not optimal as we can still do better. What if we move the occluder to the right wall of the house?
Much better if you ask me. 5 additional props were added to the culling process meaning less overhead and fewer resources to render for the engine. That is why I said earlier it is all about maximizing the impact of the occluder by placing it in a way relative to the player’s position that maximizes the number of culled models.
Here’s another example (still top down view).
The player has moved to the middle of the central street, and beyond that L-shaped house is an open field with a lot of props scattered around. One way to implement occluders is as showcased in the above diagram. Notice how I arranged 2 perpendicular occluders along the walls for the maximum occlusion effect as all of these props in the field are not rendered from that player location.
Another way to arrange occluders in this case would be diagonally across the L-shaped house (split into 2 or 3 occluders if needed to accommodate the nearby geometry; they can be floating without the need to seal an area).
If you’re feeling brave enough (you should be after reaching this far in this article), you could also add an extra occluder along the wall of the house to the left of the L-shaped house to further enhance the view frustum occlusion effect and cover more props in the field.
The most common places to add occluders in open maps include a displacement hill that separates parts of the map, a hedge that stands between a street and a field full of props, a floating wall between a house garden and the street, the walls of a large house, the walls of a tall building, a ceiling when it separates multiple levels…
To read more about occluders placement and cost, please consult my article Practical guide on occluders placement
In conclusion
The foundation of optimization in Source engine will be the same whether it is a traditional map or an open one. You will heavily rely on func_detail, nodraw, displacement, props… to achieve your goals but it is the way you use these tools in an open map that makes all the difference.
One might get away with being a bit sloppy with optimization in a traditional map, however, make no mistake that an open map won’t be any forgiving if you decide to skip a beat in your optimization system.
Talking about different open maps and formulating varying optimization systems for them could fill articles; I hope this article has shed enough light on the open maps optimization approach to let you easily design a system for your own map.
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Quotingmc reacted to Mapcore for an article, Day of Infamy Mapping Contest
Participants have from the 15th of September 2016 until Midnight (GMT) on the 22nd of December 2016 to create, test and upload an original or Day of Defeat inspired map for Day of Infamy (www.dayofinfamy.com)
Prize Structure
1st place
$3,000 cash
Map included officially in game
Corsair Hardware
Void Surround Sound Headphones
Strafe Keyboard
Katar Mouse
M330 Mouse Pad
All Wall Worm Source Modelling Tools
2nd place
$1,500 cash
Corsair Hardware
Strafe Keyboard
Katar Mouse
M330 Mouse Pad
All Wall Worm Source Modelling Tools
3rd place
$1,000 cash
Corsair Hardware
Katar Mouse
M330 Mouse Pad
All Wall Worm Source Modelling Tools
4th place
$500 cash
Corsair Hardware
Katar Mouse
M330 Mouse Pad
All Wall Worm Source Modelling Tools
(*All prizes are subject to participant eligibility. No cash value. The contest Organizers and Sponsors reserve the right to change or remove the prize structure at any point with or without reason.)
Sub-Prizes
In addition to the prizes stated above, GameBanana will also be offering a sub-prize for the best development blog, work in progress or tutorial created throughout the process.
This is an entirely optional part of the contest and is open to members of all communities.
To enter simply create either a development blog / work in progress page OR a level design tutorial / guide for Day of Infamy on either GameBanana, MapCore or the Insurgency Forums.
Entries must be uploaded on or before Midnight (GMT) on the 22nd of December 2016, and include “[DoI Contest]” in the title. Entries will be judged by members of the GameBanana team, as they appeared at the deadline.. No changes or updates are permitted during the judging phase.
Rules and Frequently asks Questions
The submission must be a playable map for the PC version of Day of Infamy.
Remakes of existing maps are not allowed, however maps inspired by classic DoD maps are encouraged.
Entries must be submitted to the Day of Infamy mapping contest section of BOTH GameBanana.com and the Steam Workshop before the deadline.
Multiple entries are permitted, however submissions will be judged on individual quality rather than quantity.
Team based entries are permitted, however the entrants will have to agree how to split any prizes awarded, prior to prize claim and dispatch.
It is essential to thoroughly test your submission before the deadline as entries cannot be modified during the judging phase.
Exceptions: Changes to the submission profile are permitted after the deadline, provided they are purely aesthetic and that the map file does not change. (E.g. Editing the description / screenshots)
Maps that were under creation prior to the announcement of this contest can be entered, provided a completed version has not been released for public Download.
All custom textures, models or code must be contained within the download file or embedded into the .bsp.
Authors are free to share their content on any other websites or services they wish, however the file must remain free to download and play, without requiring membership or payment.
If the submission is distributed on an external website or service, it must clearly state that the submission was created for the "GameBanana / MapCore Day of Infamy Mapping Contest 2016”.
Authors must be able to accept cash payments via paypal and will be required to fill in a prize claim form prior to payment. Winners of hardware and physical products will also be required to provide a valid shipping address.
Judges and individuals associated with organising this contest cannot enter or assist entrants.
Entries must clearly state which game mode the level is designed for.
Eligibility
Participant eligibility: The “GameBanana / MapCore Day of Infamy Mapping Contest 2016” is open to any individual, or teams of individuals, provided they comply with the following:
Participants may not be an employee of the “Organiser” or “Sponsors”.
Participants may not have taken part in the preparation or announcement of this
Contest.
Participants may not be a direct relative, spouse, direct employee, or long term
partner of any of the above definitions (a - c).
Legal Age: This contest is open to any individual who meet the above “participant eligibility” criteria. In the event of participant who has not reached the legal age in his/her state winning one or more prizes defined below, he/she must provide contact details for the legal guardian who will claim the prize(s).
Submitting
TWO (2) copies of the map are required for this contest, and must be uploaded on or before the deadline. The primary version (used for judging) must be submitted to GameBanana.com and placed in the “Day of Infamy > Mapping Contest 2016” category.
http://gamebanana.com/maps/cats/8989
The second version must be uploaded to the Day of Infamy Steam Workshop
http://steamcommunity.com/app/447820/workshop/
No changes to the downloadable file can be made during the judging phase. Please remember to ensure that all relevant custom content is included, and that your map is thoroughly tested.
Judging Criteria
Maps will be judged by the developers at New World along with the staff at MapCore and GameBanana. Each map will be scored on the following categories, and given a total score out of 100.
Gameplay (40 marks)
Visuals (30 marks)
Originality (15 marks)
Performance / Optimization (15 marks)
