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In this GDC 2018 talk Hi-Rez Studios' Andrew Yoder describes key differences between designing multiplayer levels for casual vs. competitive (i.e. eSports) play, referencing his own work on Paladins.

July 29, 2020

1 Min Read

In this GDC 2018 talk Hi-Rez Studios' Andrew Yoder describe several design processes he and his team used at Hi-Rez to create the levels for Paladins, a team-based FPS.

Yoder's talk shed light on the key differences between designing multiplayer levels for casual vs. competitive (i.e. eSports) play, and offered useful examples relevant to fellow level designers.

This level of detail and level design insight seems relevant to anyone designing multiplayer spaces, and now you can watch it for free on the official GDC YouTube channel!

About the GDC Vault

In addition to this presentation, the GDC Vault and its accompanying 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 or VRDC 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

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