Agenda
Building a Galaxy – The Holotable in 'Star Wars: Zero Company'
Zach Bohn (Principal Technical Designer, Bit Reactor)
Grayson Scantlebury (Lead Game Designer, Bit Reactor)
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Track:
Design, Visual Art
Audience Level:
All
Format:
Lecture
Vault Recording: TBD
Audience Level: All
In this session, Grayson Scantlebury (Lead Designer) and Zach Bohn (Principal UI Technical Designer) will provide a deep look into the iterative development of the core of our 'Strategic gameplay' within Star Wars: Zero Company, the Holotable.
This talk will showcase early design concepts, Figma Wireframes, and in-game prototypes for the three design pivots that shaped the Holotable experience. We'll discuss how in-game time (Cycles) behaved and led to the core player loop between tactical and strategy, the original design behind the galaxy spanning Influence system and how by cutting it new more refined systems arose and finally how Operations evolved over the course of ZCOM's development.
This talk will showcase early design concepts, Figma Wireframes, and in-game prototypes for the three design pivots that shaped the Holotable experience. We'll discuss how in-game time (Cycles) behaved and led to the core player loop between tactical and strategy, the original design behind the galaxy spanning Influence system and how by cutting it new more refined systems arose and finally how Operations evolved over the course of ZCOM's development.
Takeaway
Attendees will get insight on the process for how a small studio created several core gameplay systems for Star Wars: Zero Company. How taking an objective look at the overall experience can drive difficult but ultimately the best decisions for a game.
Intended Audience
This conversation is intended for hobbyist developers seeking insight into how a larger studio iterates and develops core features as well as mid and senior developers who could gain valuable insight from the post-mortem process.