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Role Playing Game Dungeon Siege - PC | |||||||||||||||
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Design - The world of Dungeon Siege called for large, expansive layouts that were still relatively easy to navigate. In order to achieve this, the levels were built around a central, linear path with numerous side areas designed to encourage exploration. The main path would lead the player through the core experience with the basic play and story elements. The areas off of the path presented more of a challenge with bigger rewards. When the player was done exploring they need only find the path to continue forward through the world. - The Dungeon Siege demo takes takes you through my layouts for the farmlands, the crypts, and up to a besieged town. You can get the demo HERE.
Production Notes
- One of the biggest challenges when designing the world of Dungeon Siege was trying to find a way to compete with the larger companies who were already well known for their massive RPG worlds. The answer came in the form a "Database" approach to level construction where one or two artists could create small "Lego" pieces of geometry that the designers could assemble. This was my first experience with developing a new system for level construction and I couldn't have been more pleased with the results. With the construction pipeline in place, it became much easier to focus on the actual "level design" itself.
- When developing new ideas for Dungeon Siege I'd generally construct a prototype level out of a small node set just to get a feel for the space or play mechanic. In some cases, the prototype nodes were handed off to another artist to be fully supported with custom pieces and final texturing. Quite often, the original prototype nodes and textures found their way into the final game. |
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