Singleplayer vs. Multiplayer Level Design: a Paradigm Shift
This month's event is sponsored by the Game Design & Development Lab at HOFT Institute. A new 8-month intensive vocational program for those with the skills to make games, and are seeking to enter the professional world. Do you want to be in the credits?
Talk summary: Although some elements and skillsets of level design can be applied across different game genres, part of a level designer's job is to understand the core differences and needs of different gameplay styles and know how to design differently for them. When looking at two specific genres, Singleplayer and Multiplayer action shooters, there's a paradigm shift of thought that occurs when designing for each type. What elements of design are critical to nail in singleplayer narrative levels but aren't worth the energy to consider when designing a multiplayer level? How does playtesting and the iteration/feedback loop differ between each genre? Beth Beinke-Schwartz will draw from her own experiences in designing singleplayer narrative levels for games like Bioshock: Infinite and her transition to designing multiplayer levels for games like DOOM, sharing lessons learned regarding what you should devote your time to really nail in a level's design, and what you shouldn't waste much time on.
Speaker bio: Elisabeth Beinke-Schwartz is a Senior Level Designer at Certain Affinity with 8 years of experience designing for a variety of genres, including titles such as DOOM, Bioshock: Infinite, Burial at Sea DLC, Mafia III, Call of Duty: Modern Warfare Remastered, Shoot Many Robots, and Lord of the Rings Online: Mines of Moria. She is passionate about crafting narratives within levels and constructing spaces that provide fun, engaging experiences in a non-restrictive way.
As always we'll have water, beer and pizza at the meetup.
If you park in the Omni, it only costs $5 with a pass you can get at Capital Factory.