View, browse and sort the ever-growing list of sessions by pass type, topic, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.
William Chyr (Designer, William Chyr Studio)
Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass - Get your pass now!
Vault Recording: TBD
Audience Level: All
In this talk, William Chyr will discuss the various techniques used in Manifold Garden to make impossible geometry readable and clear to players. Manifold Garden gameplay includes gravity changing and 3D world wrapping, mechanics which are meant to be somewhat disorienting. How can the levels be readable to players without compromising the designer's intended experience? During development, this was a major issue, and playtesters constantly got lost. However, when the game finally launched, a lot of the reviews praised the game for how accessible it was. Chyr will discuss in detail the changes and adjustments made to the game in order to strike the proper balance.
Attendees will learn various level design and game design techniques used to guide players through a potentially disorienting 3D space. They will get an in-depth analysis of the problems faced during the early phase of development, such as players getting lost and feeling overwhelmed, and the techniques and approaches that the Manifold Garden team developed to solve these problems.
The intended audience for the talk is level designers interested in incorporating unusual 3D spaces and impossible geometry into their work.