GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.

If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

Level Design Workshop: The Level Design of 'God of War'

Rob Davis  (Lead Level Designer, Sony Santa Monica Studio)

Location: Room 301, South Hall

Date: Tuesday, March 19

Time: 11:20 am - 12:20 pm

Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!

Topic: Design

Format: Tutorial

Tutorials: Level Design Workshop

Vault Recording: Video

Audience Level: All

Reinventing and reimagining the level design of 'God of War' was a huge challenge for the level design team. With 10+ years of existing design rules and 7 games in the series, the team set out to break those existing rules and create a new experience. Lead Level Designer Rob Davis will talk through the process of creating 6 new level design rules for 'God of War' and discuss best practices for taking levels from concept to completion.

Takeaway

Attendees will learn development techniques to execute each phase of level development: concept, paper design, layout, alpha and final. Attendees will also learn best practices for creating navigation metrics, puzzle flow, quests and exploration layouts. Attendees will learn techniques for rethinking design rules within an established franchise.

Intended Audience

This talk is primarily for designers and developers interested in level design, pacing, puzzles and exploration flow.