Video: BioWare's iterative level design process for Mass Effect 2
BioWare's Cory Andrusko and Dusty Everman were both part of the Mass Effect 2 team, and during this timeless GDC 2009 talk they showcased how the studio's iterative level design process for the game.
June 1, 2016
What makes a good level, and how do you take a level's design from good to great?
A pair of BioWare developers shed light on that enduring question at GDC 2009. Cory Andrusko and Dusty Everman were both part of the Mass Effect 2 design team, and during their hour-long talk at the event they showcased how the studio had used an iterative process to refine the game's level design.
It was a helpful talk that outline how the Mass Effect 2 team crafted engaging levels set in everything from an ominous space prison to the belly of an insectoid starship.
Much of their advice is timeless, so if you missed their presentation in person, you can (and should) now watch the whole thing for free over on the official GDC YouTube channel.
About the GDC Vault
In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
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