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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.

Keep Players Busy When They Died: Death System Design in 'Conqueror's Blade'

Shuhan Luo  (Senior UI & UX Designer, Netease)

Pass Type: All Access Pass, Core Pass

Topic: Design

Format: Session

Vault Recording: TBD

Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation

In game design, every second of the players' experience counts, and the waiting experience at death is no exception. We need to consider what information they want to know, how to participate in the battle, and how to better plan the next battle strategy during their "death time". Through this presentation, Shawn will share how "The Conqueror's Blade: Frontier" designs the player's death experience from three aspects: the death summary, the spectator system and the remote control of soldiers, to let the players not waiting, but getting ready instead.

Takeaway

Through this presentation, you can learn things about death system design in multiplayer battle games, and how we design the players' experience after they died.

Intended Audience

Anyone who is interested in game system design and user experience design