Laura Mas Maury (Level Designer, Asobo Studio)
Location: Room 2005, West Hall
Date: Wednesday, March 22
Time: 9:00 am - 10:00 am
All Access Pass, Core Pass
Vault Recording: Video
Audience Level: All
Laura Mas Maury, Level Designer at Asobo Studio, talks through the evolution of A Plague Tale’s Level Design. She shares some practical advice about breaking linearity or creating opportunities for the player in a narrative driven game. She bases her analysis on case studies from different levels: from action sequences to narrative driven areas. The talk shares some practical advice the Level Design Team has learned along the way. It also gives insights on the challenges of designing a « Plague 2.0 » and what the 70 people team faced creating an adventure game, as well as their main takeaways.
The talk shows how necessary it is to give players opportunities and challenges while offering them a clear and large enough space to host experimentation. Why encouraging them to take risks instead of punishing them and giving them time to plan their strategy is important. How breaking linearity is significant. And why sometimes, doing less means doing better.
There is no prerequisite for this talk. Attendees can come as confirmed Level Designers or as curious developers.