Easily one of the best talks in GDC. It's pretty dense but the high level concepts are well explained and so easy to understand. Too many developers get caught in the weeds but Dana is one of the rare few who can deliver great lessons. Thank you!
@Triod_9992 жыл бұрын
Gosh, that was a lot of information in a very short period of time. GDC should consider allowing making these videos longer, that way people can go through all their points at normal speed instead of light speed.
@CarlodiPaolo2 жыл бұрын
why not play the video at 0.5 speed? jokes aside, I doubt that the speakers would enjoy sitting there talking for 4 hours at a time.
@muzboz2 жыл бұрын
Thanks for the great talk, and doing so much amazing work with the Thief mapping community back over the years. Long live Arkane and the brilliant games you all make!
@misterproject82 жыл бұрын
When she said "eliminate the validation process", I audibly gasped. I'm not sure if her pause to drink was intentional, but either way, that was a great little moment.
@Chadhogan1112 жыл бұрын
It's a guy
@geekmate4325 Жыл бұрын
Clockwork mansion in Dishonored II is one of the best level design ever. Congrats for that ! :)
@picassojunior97072 жыл бұрын
I really loved this talk and the way it was delivered clear and simple, though I have to ask .... HOW MANY DRINKS ARE THERE!?
@777malkavian2 жыл бұрын
As many drinks as needed to make another Prey or Dishonored!
@UnparalleledDev02 жыл бұрын
I also subscribe to the 3 Drink Philosophy. One for Hydration: Water One for Energy: Coffee/Tea One for Fun: Juice/Seltzer
@juicyb56082 жыл бұрын
you did great dana, thanks for the awesome insight
@juanignaciogonzalezcarrasc37542 жыл бұрын
Can anyone explain what a vignette is in Level Design ?
@vxpdx2 жыл бұрын
From what I understood, it's a small piece of a level that has been built following a desired theme to function as an example of how the rest of the actual level should look like or to provide an example of a specific event in gameplay.
@feitoza.system2 жыл бұрын
that's a marvellous talk, damn
@grumble2 жыл бұрын
Great talk and presentation! Always appreciate Dana's insights on my favourite games :)
@THExRISER2 жыл бұрын
Another GDC talk about level design from my favorite AAA developers? Yes please!
@BadNessie2 жыл бұрын
'If we can't let the player do it, don't make it look do-able' is top notch advice, amongst many others!
@ric47462 жыл бұрын
Very, very great talk ! A tons of informations about how Arkane works, it's just priceless. Merci Beaucoup !
@NeowiseTheOrion2 жыл бұрын
Thanks,very inspiring
@shadowflar32 жыл бұрын
Really interesting to hear how bigger teams organize these level design-related issues. Well-structured work no doubt yields better results and I believe it also shows to the end user. Thanks for this talk!
@DoubleDog2 жыл бұрын
Hell yeah Dana! Love to see you succeeding!! Keep up the fantastic work.
@Akard517hell2 жыл бұрын
Amazing insights! Very inspiring! 🙌
@Yojimbo7112 жыл бұрын
A favourite right there, Dishonored.
@666HellDon6662 жыл бұрын
Это очень крутая лекция, от начала и до конца! Очень мотивирует, чтобы быть собой и заниматься любимым делом! Большое спасибо!
@ZacToh2 жыл бұрын
Awesome sharing! 😁
@peter-mangelsdorf2 жыл бұрын
Thank you for this fantastic set of team processes, genuinely. I wish more studios were open to discussing how they align diverse individuals on a single task. While a lot of these interactions may seem obvious now, I imagine when in production it can be hard to keep all of them in mind.
@RazorOfArtorias2 жыл бұрын
Thanks for this great talk, Dana!
@Youxitube2 жыл бұрын
Good stuff
@biscuito28802 жыл бұрын
Thank you so much for this talk, this is so informative and helpful :)