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Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.

Great Level Design is a Studio Wide Effort

Dana Nightingale  (Campaign Designer, Arkane Studios Lyon)

Pass Type: All Access Pass, Core Pass

Topic: Design

Format: Session

Vault Recording: TBD

Audience Level: I acknowledge GDC 2021 is an all-digital event and commit to participating virtually.

Arkane Studios is known for great level design, and Dana Nightingale is known for the level design of
Dishonored 2's Clockwork Mansion - neither of which would be possible without the support of the
entire studio. This talk digs into the critical contributions that all team members of a studio play in
making a game with great level design, and how level designers can communicate their needs to those
teams so everyone can help one another do their best work. It will also highlight critical hurdles and
pitfalls that can keep your project's level design from being as good as it could be with the team you
have. This is a high-level talk, intended for developers from studio-head to student.

Takeaway

Team members of any discipline will be able to understand their role in making a game with great level
design, and how to communicate what they can offer to level designers. Level Designers can benefit by
better understanding how all team members can help them in their craft.

Intended Audience

This lecture is intended for the entire studio. It is intended for professionals and students alike.