The quest “Free Heap” was a new kind of quest for @Bigrebo. Slide should be familiar to readers. #GDC18pic.twitter.com/FI25VGetQB
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The quest “Free Heap” was a new kind of quest for @Bigrebo. Slide should be familiar to readers. #GDC18pic.twitter.com/FI25VGetQB
Early greybox for a part of Freeheap. After adding walls to make sure players didn’t stumble into unanticipated areas, @Bigrebo says team emphasized the traversal options between areas. #GDC18pic.twitter.com/luNwdNVDZE
Freeheap went from “pick your objective” to a more linear path. Here’s a visual model: #GDC18pic.twitter.com/lZeGiqYDEd
Here’s a look at the early breadcrumbing prototype meant to help guide players in Horizon’s open world. #GDC18pic.twitter.com/JnzStmRNgP
Conclusions from Free Heap (whoops, we goofed on spelling). #GDC18pic.twitter.com/Y18g9emBFT
For the quest Grave Hoard, here’s a look at the game’s grey box, compared to the final version that shipped. #GDC18pic.twitter.com/ClRgALullM
Grave Hoard is a “bunker quest.” More linear than the open world sections. Early feedback on that rough version was...negative.pic.twitter.com/kryIxCWTIV
Here’s a section of “the Killzone guide to good level design,” that helped @Bigrebo realize he needed to think about how players SAW the trouble room. #GDC18pic.twitter.com/P6yXLKEwNV
Another section of that guide book. #GDC18pic.twitter.com/eb9E7wa53w
A staircase added to this room (seen on the right) drives players to stop and look before diving into combat. #GDC18pic.twitter.com/z85a2CXj5a
To close it off, @Bigrebo compares RPG vs Action design philosophies, and says merging them is what helped shape the game’s quests and flow. #GDC18pic.twitter.com/K6viNrnYeT
Best quote today! "Quests should have explosions"
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