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Sébastien Meghan Hannier (Level Designer, Arkane Studios Lyon)
Location: Room 2016, West Hall
Date: Tuesday, March 22
Time: 10:50 am - 11:50 am
Pass Type: All Access Pass, Summits Pass - Get your pass now!
Viewing Experience: In-Person
Vault Recording: Video
Audience Level: No
Sebastien Meghan Hannier, level designer at Arkane Lyon, presents how Deathloop's level design was challenged by the unique structure and mechanics of their game set in a time loop and how the team at Arkane Lyon overcame those challenges. In this talk, she presents how they managed to keep the murder puzzle of Deathloop understandable for the players and how they managed to keep them engaged in playing the 4 same maps over and over again. She also talks about the way multiplayer posed new creative constraints for this team's first multiplayer game and how it affected their design in interesting ways.
Attendees will learn how the Arkane Lyon level design team specialized in solo, linear immersive sims adapted to make a multiplayer nonlinear immersive sim game and what they put in place to achieve their design goals with those new constraints.
Level designers who have an interest in nonlinear games and creating understandable and compelling content in a limited space meant to be revisited multiple times. Prior knowledge of Dishonored games and Deathloop is better but not mandatory.