"When you're designing a background, if you're not thinking about where enemies are going to go, you're going to have a disconnect."In this free GDC Vault video from GDC 2004, Chris Cross -- who at the time worked as a design director on EA's Medal of Honor -- explains how knowing your enemy and object limitations can help you optimize your level design. He goes through the design and technology limitations he faced while making Medal of Honor -- and the techniques used to overcome them -- in the talk, "Four at a Time: Techniques for Maximizing Enemy and Object Placement." For a more recent discussion on how Medal of Honor deals with multiplayer expectations, check out this interview featuring Danger Close's Luke Thai.
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Video: Maximizing object and enemy placement in Medal of Honor
The balance between features and limitations for Medal of Honor series on consoles was a delicate task. Former EA design director Chris Cross reviews techniques used to strike a balance for enemy and object placement.