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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.
"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.

About the GDC Vault

In addition to this presentation, the GDC Vault 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. Gamasutra and GDC are sibling organizations under parent UBM Tech

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