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Andrew Yoder (Level Designer, Hi-Rez Studios)
Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!
Tutorials: Level Design Workshop
Vault Recording: TBD
In this session, Andrew Yoder will cover the discrepancy between multiplayer maps for casual and competitive play and define "holy grail" maps as those that work for both audiences, giving examples from the history of multiplayer FPS level design. He will describe several design processes he and his team used at Hi-Rez since beta closed to create the levels for 'Paladins', a team-based FPS. He will focus on their experiments with player feedback on greybox maps in a public test queue as an attempt at external, data-driven iteration. His presentation will also detail some of the unexpected results from specific maps in the test queue, and Andrew will compare the results of this process to Hi-Rez's previous process based on internal feedback and iteration. He will go on to describe the effect of this process change on the team, and the unexpected consequences of putting level designers in the position of data analysts. To conclude, he will connect these observations back to his quest for the “holy grail” of multiplayer level design and caution others on their own quests.
Challenges in identifying and designing toward a specific audience's needs, and the pitfalls of data-driven design iteration.
Multiplayer level designers, but other multiplayer designers struggling to balance the needs of their casual and hardcore players may find the talk useful.