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By Albert Chen and Chris Klie
[Author Bios]
Gamasutra
March 23, 2002

Initial Game Design

The Importance of Research

Splines and AI Behavior

Organization and Office Layout

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This feature originally appeared in the proceeding of Game Developers Conference 2002


2002 GDC Proceedings
CD-ROM
Price: $150.00 + S&H


 

 

 

This feature originally appeared in the proceeding of Game Developers Conference 2002


2002 GDC Proceedings
CD-ROM
Price: $150.00 + S&H

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May Time Be With You: Level Designing Rogue Leader

Organization and Office Layout

Our organizational structure helped the level design team function more efficiently. We did away with things that are usually found in larger developers. Unnecessary layers of middle management were taken away and we basically had a flat hierarchy where decisions could be made quickly and informally. This focused the responsibility of getting things accomplished onto individual level designers. Level designers took on multiple roles usually not associated or expected. When necessary, we created art content and processed those assets. We also took responsibility for moving our designs forward and keeping track of their progress. If something was missing, it was up to the individual level designer to identify the problem and expedite its immediate resolution. No one was waiting around just because they were missing something. If someone didn't know something, he immediatey found out and kept things moving.

Another aspect that helped get Rogue Leader out the door on time was our open office layout. There were no physical barriers that discouraged communication. The benefits of this layout presented itself throughout development everytime one of us wanted to test our level on a development kit. Because of the limited number and high cost of development machines, there was only one dev kit for all the level designers and artists to use. Because we were all in the same room and able to talk to each other, we were able to know when the lone dev kit was available by asking each other or taking a look at the dev kit area. The fact that the office layout made it easy for us to communicate led to fewer meetings that would otherwise have taken us out of doing what was most important: getting the game done. The lack of walls kept productivity at a consistently high level. The work was either done or if it wasn't done for some reason, we would identify the problem and try to solve it immediately.

Besides improved communication, an open office environment allowed us to interact with the other disciplines more frequently, reducing confusion and opening more creative avenues. Level designers, programmers and artists all talked to each other and learned from one another. This was critical during the latter stages of development when things were changing every minute and there was no time to document or meet about changes. For the most part, we were able to keep everyone involved in the process and avoid isolating any one person from the project.

One last benefit to the open office was the fact that rumors had no place to hide or fester. Gossip was kept to a minimum and if there were any unfounded rumors about anything that concerned the project, they were promptly squashed and so real work could be done. Being able to focus on the game and keep distractions to a minimum helped save time that would've been wasted.

Conclusion

Level designing Rogue Leader on such a short development schedule was a tremendous challenge. We had to constantly think on our feet and come up with quick yet smart solutions. Looking back, it still amazes us that we were able to pull it all together in such a short period of time and still have such a solid game. The game's success is a not only a testament to the level design team's dedication and indomitable spirit but the overall efforts of the entire Rogue Leader team. From programmers to artists to level designers, we all went in as a team and came out of the experience with a better appreciation for each other. We became a band of brothers, helping each other through the darkness that was crunch time. What resulted from our labors are not necessarily earth shatteringly new approaches to game design, level design or team organization. However, they are, if nothing else, rediscoveries of common sense that sometimes gets lost during the mad scramble to complete and deliver a game. We hope that you will be able to learn from our experiences level designing Rogue Leader and perhaps find your own ways to make life a little easier next time you face the death knell of the shipping clock.

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[Back To] Initial Game Design




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