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View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view GDC 2023 session details, speakers and share your favorites via social media. You will be able to build your schedule and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

The Level Design Evolution of A Plague Tale

Laura Mas Maury  (Level Designer, Asobo Studio)

Pass Type: All Access Pass, Core Pass

Topic: Design

Format: Lecture

Vault Recording: TBD

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.

Takeaway

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.

Intended Audience

There is no prerequisite for this talk. Attendees can come as confirmed Level Designers or as curious developers.