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Jake Strasser (Developer, House House)
Pass Type: All Access Pass, Core+Summits Pass, Summits Pass - Get your pass now!
Topic: Design
Format: Session
Vault Recording: TBD
Audience Level: All
During the creation of Untitled Goose Game, Jake developed a level design practice informed by his filmmaking background. Rather than sculpting levels with greyboxes and working an environmental context onto them, he went location scouting (with the help of Street View) for real world places that fulfilled the game's design needs. Using this method, the level design of the goose game is a collage of real-world spaces - an interplay of requirements set by chosen source locations, level affordances, and aesthetic restrictions.
Come and hear about this process and its benefits, and find out which village in England the goose game is based on.
Attendees will gain insight on the development of Untitled Goose Game, and hear about an applied approach to interdisciplinary level design. They will get a behind the scenes look at bits of development, and hear some arguments about why it's good to ground digital spaces in real places.
This talk is for multidisciplinary developers interested in making games that respond to real spaces, and level designers and environment artists interested in blurring the distinction between the two disciplines.