Level Design Workshop: A Narrative Approach to Level Design

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  • čas přidán 5. 06. 2017
  • In this 2017 GDC talk, Ubisoft's Jolie Menzel explains why a shared understanding of narrative gives a level designer a guide for everything from the pace of their level to an understanding for which assets should be placed where to tell a convincing story using physical space.
    (A scene from Die Hard has been removed from this talk for copyright purposes.)
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Komentáře • 69

  • @Tekken4Life3
    @Tekken4Life3 Před 7 lety +91

    Dude I love this woman. You can tell she genuinely loves her work and the way she geeks out over the old Die Hard game is hilarious.

    • @jamesstortz936
      @jamesstortz936 Před 7 lety +4

      I know because it's so similar to my own process -- anybody like that would be so much fun to have creative sessions with along those lines

  • @Teneban
    @Teneban Před 7 lety +25

    Please make a Die Hard game. If you're that passionate about it, you can't possibly be wrong.

    • @yoonhaminh138
      @yoonhaminh138 Před 7 lety +2

      Yeah, Ubisoft handling a movie license, what could go wrong? >_

    • @Davon85J
      @Davon85J Před 7 lety +1

      The King Kong game good

  • @SSCrow
    @SSCrow Před 7 lety +13

    That's a pretty great way to break down a theme and translate it to mechanics.

  • @crisshades9533
    @crisshades9533 Před 7 lety +4

    Great talk. I have been trying to work on my game's level design and it being a narrative driven game meant that this presentation was exactly what I needed! Perfect timing xD
    And the presenter did a great job and seemed genuinely interested in the subject.

  • @Guilhermegab
    @Guilhermegab Před 7 lety +5

    Really liked it. The incentives and deterrent part really made me think. I also thought that the Die hard example would be gimmicky, given the high-level nature of the talk, but it was really enlightening.

  • @GameBrainOfficial
    @GameBrainOfficial Před 7 lety

    Fantastic talk, anything that couples story and gameplay I find instantly fascinating!

  • @MrSTVR
    @MrSTVR Před 7 lety +1

    Thanks for the nostalgia on Die Hard Trilogy, that game kicked ass.

  • @mikloslipcsey7923
    @mikloslipcsey7923 Před 5 lety +2

    Very interesting talk. I particularly like the use of why, who, where, what, when and how at various levels of the story and the examples she gives. I can see this approach to be very useful when designing an RPG adventure/dungeon and maybe for tabletop board games. So this not just valid for just computer games.

  • @NeverduskX
    @NeverduskX Před 7 lety +12

    Great presentation and fun presenter.

  • @beefknuckles
    @beefknuckles Před 7 lety

    Great talk. Informative with a very natural speaking style (a rarity). I enjoyed it... thanks

  • @SuperPaulGames
    @SuperPaulGames Před 7 lety +1

    22:20 I remember playing the PS1 Diehard back in the day. Time sure flies.

  • @CBusschaert
    @CBusschaert Před 7 lety +17

    a lot of common sense, but brought with an actual method for expressing and managing it. Cool.

  • @alianajacobs5703
    @alianajacobs5703 Před 6 lety +1

    She is so lovely I love her smile and she is so inspirational!

  • @davinsaputra3341
    @davinsaputra3341 Před 3 lety

    really enjoy this one tahnks :)

  • @nak3dxsnake
    @nak3dxsnake Před 7 lety

    What an awesome presentation. Die Hard games are always good, DH ARCADE BABY!

  • @habitable4116
    @habitable4116 Před 6 lety

    Fantastic talk.

  • @SirLaguna
    @SirLaguna Před 7 lety

    oh my god that laugh!

  • @DeMZIrus
    @DeMZIrus Před 7 lety +1

    Cool presentation

  • @mva2997
    @mva2997 Před 7 lety +2

    Good talk!

  • @harrysanders818
    @harrysanders818 Před 6 lety

    Epic Talk!!!

  • @Tsutaru
    @Tsutaru Před 6 lety

    I remember meeting Jolie at pax a number of years back when she was working the Telltale booth (she was cosplaying, it was awesome). She helped me get a Tshirt, and was super nice the whole weekend ^_^
    I then met her again a year or so later when she moved away from Telltale to be a level designer, but I don't think she remembered me...she just handed me a business card and walked away lol...

  • @Algorhythmic
    @Algorhythmic Před 7 lety +1

    Fantastic talk! It shows why narrative games are difficult to do well. And now I guess I need to watch Die Hard...

    • @WCCXtra
      @WCCXtra Před 5 lety

      This spring was my first time watching it and 30 yrs later it still holds up as a great movie.

  • @HeathBlythe
    @HeathBlythe Před 7 lety +1

    All over this video.
    Aw yeah GDC!

  • @edwardnigma9756
    @edwardnigma9756 Před 7 lety +1

    As long as you kept gun fighting elements to a minimum, and the puzzle elements high. I think a Die Hard game made with modern design principles would make a pretty decent survival horror game (I suppose thriller would be a better term but that's not a commonly used descriptive for games).

  • @kevinbooth-
    @kevinbooth- Před 7 lety +3

    I feel the talk was a little -to- too narrow in focus to have such a broad title... It should have been more expressive of the limited breadth of discussion.
    Good nonetheless though.

  • @stephenborntrager6542
    @stephenborntrager6542 Před 7 lety +7

    This is a good starting point, but it does not really address level design. This talk seems to be more about very high-level game design, which is necessary for level design, but not the same thing. You could have all this stuff planned out and promptly have levels that are designed with no regard for narrative at all.
    Also, there is some implication that there is only one narrative, which is incorrect. For most games, 'environmental storytelling' cannot be ignored. The reason is that in reality, every place, no matter how boring, has a history. In games, the places the player visits should have some sort of history too. It's just as important as music as one of those things that you forget is there (unless they do a *very* good job), but you always notice if it's not there, or if it's bad.
    Contradicting the description, this talk did not appreciably mention assets or physical space at all.

  • @ZoidbergForPresident
    @ZoidbergForPresident Před 7 lety

    It really sucks that this had to be edited becasue of the movie excerpt. :/
    But very neat presentation, thanks!

  • @jpns2010
    @jpns2010 Před 7 lety

    nice

  • @rafaelskiarteportfolio1098

    i love her

  • @yamiprincess
    @yamiprincess Před 2 lety

    Can some one tell me what she means by IP? Love this video btw.

    • @user-by4ru5pr1g
      @user-by4ru5pr1g Před 2 lety +1

      IP - intelectual property. Just replace it with "franchise" and it basically works every time. If you make a story, you own the IP, so if anyone wants to make a toy for your character, then they have to contact you, since you are the owner of IP.

  • @JM-vl3cy
    @JM-vl3cy Před 6 lety

    Well seems like someone is having a lot of fun doing her presentation aha
    Very interesting and well done though.

  • @mihaicaragheorghiev598
    @mihaicaragheorghiev598 Před 7 lety +3

    Actually the laughs in the beginning, I find them annoying.
    But watched until the end and I really learned something and that is important.
    Good job Jolie!

  • @iFukuyama
    @iFukuyama Před 7 lety

    Lady on the right looks a lot like the actor Jewel Staite

  • @Flipside3D
    @Flipside3D Před rokem

    Man she just spoiled the whole story for Die Hard, I really wanted to see that movie ;0

  • @SpikeJet2736
    @SpikeJet2736 Před 7 lety +5

    Gameplay wise. Metal Gear Solid 1 is the ultimate Die Hard game

    • @user-mq7rv2dr9h
      @user-mq7rv2dr9h Před 6 lety +1

      *THIS*. And I'd argue, not only gameplay-wise. I might be a bit biased here because MGS1 is my favorite game of all time, but if you distill both MGS1 and DIe Hard to their rawest form (even using this talk as a starting point) the structure is there. Macho, action-oriented main character? Check. Sense of isolation? Check. Response to ultimately misleading terrorist demands against the clock? Check.
      Every time I rewatch the damn movie I can even find blatant references in MGS1, the most obvious one being McLane climbing to the top of the building, only to be forced to jump and rappelling down with the fire hose - if that didn't inspire Snake's Comm Tower descent, I'll be damned.

  • @armintakacs7186
    @armintakacs7186 Před 6 lety +3

    Didn't learn anything about level design. I don't get the hype in comments neither.

    • @LangleyNA
      @LangleyNA Před 6 lety +3

      Folks use the terms "high-level" when discussing the Jolie's talk at GDC. Much of what is discussed is representative of the big picture of the machine that is the product. It's the basis of implementing a product. You need your "who, what, when, where, why and how." You need to be clear of those things, understand what they are, stick to them, and all that you feature in your product will derive from this basis. Jolie's talk is about the foundation, the highest level guidelines. When making a decision to place a character onto the map, to feature dialogue, to feature music, make sure what you implement speaks of the setting, the plot, and all the things Jolie speaks about. The narration must be told by all facets of the product.
      It's just very generalized, broad-spanning topics. Design is as simple as it is fine, really. One of design's foremost concepts is consistency. Jolie's talk is in part about being consistent that your product refers to the story and all that is established in the narrative approach so that no part of your product is implemented feeling irrelevant or out of place.
      I wish for you to be helped in understanding Jolie's chat.

  • @umutyldrm6838
    @umutyldrm6838 Před 7 lety +5

    So allison mack's became game developer at ubisoft after smallville ?

  • @Emikeb
    @Emikeb Před 7 lety +14

    A little awkward at the beginning, but interesting.

  • @kevinbooth-
    @kevinbooth- Před 7 lety +27

    Start watching, presenter laughs in an adorably awkward way. Scroll down. Every comment seems to be focused on her and not the talk.....
    Geez folks, can't she be adorable without you all going there?
    //edit: this comment thread was posted an hour after this video was posted. It may not be applicable any longer/may have kept more comments of referenced nature from being made.

    • @kevinbooth-
      @kevinbooth- Před 7 lety

      You say 10 hours later....
      (I posted an hour after the video went up. Context you dumb fuck)

    • @kevinbooth-
      @kevinbooth- Před 7 lety

      /edit: it seems the commenter deleted their comments
      did you check the post times, moron?
      1 - posted an hour after me
      2 - one of the few of it's type before my comment
      3 - posted 4 hours after me
      4 - THAT'S MY OWN FUCKING COMMENT, YOU FUCKING IDIOT. I posted it AFTER THIS THREAD.
      I'm not going to waste my time with the rest.
      Seriously, before you make a judgement such as you have, improve your deductive reasoning skills because they are severely lacking.
      In this case, you've just been an idiotic piece of shit wasting my time.

    • @suplextrain
      @suplextrain Před 7 lety +6

      I hope you're aware that your post also doesn't focus on the talk.
      Commenting on this doesn't set a good example, doing what you want others to do does. Otherwise it's just ego stroking.

    • @kevinbooth-
      @kevinbooth- Před 7 lety

      I posted this at the beginning of the video. I had scrolled down and seen the referenced comments.
      I did so 1 hour after the video was uploaded, with the hope it would preclude _new_ instances of such comments.
      Seriously, just how slow are you people?

    • @suplextrain
      @suplextrain Před 7 lety +4

      Are you illiterate?
      My comment has absolutely nothing to do with time. You chose to make a comment about how people are not talking about the presentation, meaning your post also wasn't about the presentation. It's like those people that whine about people whining.
      Newsflash. Next time just comment on the presentation instead of focusing on off-topic (and possibly negative) comments. But if your goal was to join in on the off-topic posting then by all means ignore this post, because then you succeeded.

  • @FarnhamTheDrunk1
    @FarnhamTheDrunk1 Před 7 lety +1

    or the telltale name "cinematic designer" ... ppppffffffhahahahaha ...

    • @idsamuel
      @idsamuel Před 7 lety

      Mitzos SirReal cinematic artist, your welcome ;)

    • @FarnhamTheDrunk1
      @FarnhamTheDrunk1 Před 7 lety

      i dont get it... ooohhh u corrected me! thx! where would i be without u??
      (and btw, it is "you're welcome", smartass)

    • @idsamuel
      @idsamuel Před 7 lety

      not to nitpick, but im pretty sure it was cinematic artist, not cinematic designer

    • @FarnhamTheDrunk1
      @FarnhamTheDrunk1 Před 7 lety

      omg are u serious???i - i dont even - what...? ...
      u know what, thx man... just - thx

  • @yoonhaminh138
    @yoonhaminh138 Před 7 lety

    Cool, but I still can't make it past that weird "Uplay Sign Up" level that all the games she's worked has at the beginning...

  • @chaosordeal294
    @chaosordeal294 Před 2 lety +1

    Storytelling is wildly overrated, and essentially unnecessary, in gaming. The gameplay is game, story is filler.

  • @saibamoe
    @saibamoe Před 7 lety +1

    textbook shit....101

  • @VydeoGramesJunk
    @VydeoGramesJunk Před 7 lety +1

    honestly I hate it when unfunny people try to be funny, make a serious talk and go. not everyone can deliver a deus ex postmortem or a devolver digital you don't need a f@cking publisher talk!

  • @JameBlack
    @JameBlack Před 7 lety +11

    She is drunk