GDC 2024 is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Refining Player Traversal in 'Star Wars Jedi: Survivor'

Chris McEntee  (Game Design Director, Studio MDHR)

Location: Room 3016, West Hall

Date: Friday, March 22

Time: 10:00 am - 11:00 am

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Design

Format: Session

Vault Recording: Video

Audience Level: All

In 2019, Star Wars Jedi: Fallen Order established a traversal system that allowed Jedi Cal Kestis to creatively maneuver his way through lush alien worlds and imposing imperial bases. Throughout the production of 2023's Star Wars Jedi: Survivor, the team sought to refine and expand upon this foundation to not only provide players with new tools to explore its varied game worlds, but make both new and existing gameplay more refined, satisfying, fluid and fun. In this talk, Chris McEntee (Principal Game Designer on Star Wars Jedi: Survivor) will explore a series of concrete examples from the game, where they started, what was missing, and how the team developed player traversal to have more satisfying game feel across the board. Topics that will be touched on include embracing level design intent, expanding traversal opportunities for level designers and players, fluidity in motion, as well as simplification and general approachability.


A better understanding of how to add depth to traversal mechanics that provide opportunities to create varied and interesting level designs, as well as some techniques for making your traversal mechanics more fluid, intuitive and approachable.

Intended Audience

3C Designers, Gameplay Designers, Level Designers, Gameplay Programmers and anyone interested in player mechanics and the harmonization of traversal and level design intent.

Connecting the Global Game Development Community

GDC Vault icon
Game Developers Choice Awards icon
Independent Games Festival (IGF) icon icon