Joe Hobbs Profile picture
May 14 19 tweets 4 min read Twitter logo Read on Twitter
Let's talk about world building in games and how these very large worlds make it through a lengthy production process in #gamedev 🧵
Most student artists understand the basics of research - blockout - build. Usually not much more depth than that when you're learning. In a long production there's quite a bit more to it than that. So let's discuss collaborative work and stage gates.
Stage gates are relatively simple. You define requirements that a level has to meet to be validated as having met those requirements. Stages might be for example: level of quality 0 to 4. 0 being blockout, 1 prototype, 2 first pass, 3 alpha, 4 final/polish.
At 0 most levels start with a level design blockout, they place a rough flow of the level, some basic gameplay objects and landmarks. These are all basic cubes, cylinders, rectangles etc. Artists at this stage aren't really involved and are usually benchmarking separately.
Once the blockout is validated by directors as a functional playable blockout that accurately represents the flow of the level then work can start progressing the map to the next stage. This is where all the blockout gets replaced by prototype assets.
These assets usually represent roughly what the silhouette will be of each of the larger assets in the level. We don't worry about micro dressing until way later, you're just replacing the walls, floor, ceiling and major elements to get a bit closer to the intended visuals.
There's usually still not textures or final assets yet. At this stage we'd usually expect the level to be playing quite well, some scripts are coming in from level design also, probably some NPCs start appearing. Then directors validate this stage and we move into more detail.
To hit stage 2 you're going to start replacing prototype assets with final props. Materials start appearing on the terrain and architecture. Lighting passes are being started to build up the atmosphere. There's still a lot of props at prototype but the world is coming to life now
Level design have done a lot more scripting now, the gameplay is really starting to be fleshed out, unique gameplay elements are being added, VFX, audio, post effects are being added to any finished assets.
Next stage you're looking for something nearly complete, all the micro dressing is being added, it comes in later because its time consuming and not needed so early. All the departments are focused on closing tasks, wrapping up loose ends, fixing bugs that crop up.
Final stage is usually polish and bug fixing. Tweaks get made to things, we go back to clean up stuff that got rushed on the first pass etc. Lots and lots playtesting and bug fixing, although this should happen throughput the whole process.
A few things to remember. Art and design work together in sync throughout the whole process. Art can't come in too early because it gets in the way of design, and design needs to work with Art to make sure that what is done is complimentary to the design intentions.
All the other departments have their hands in the level as well, tech art, tech design, animation, audio, game design, concept art, everyone is constantly testing and updating, painting over, fixing, discussing, problem solving, every single day, over many months and years.
A smooth production is one with a good plan and thought out stages that everyone understands and follows because it allows production to track the course of development and keep everyone on track. If you ever wondered what leads do? We plan and organise most of this for our team.
And then we keep the whole thing moving. Getting everything checked or checking ourselves. We try to forsee problems before they happen and get them solved when they do. We deal with all the shit so the team can get on with the work without worrying about it.
All of this, is just the plan for the world production. Every other team works in collaboration with most other teams using their own workflow or pipeline that integrates with your own. You figure out how best to work together without causing frustration or blocking anyone.
It's never simple, ever. The smallest thing can cause so many meetings to reach a decision. The best thing you can do is stay relaxed, don't panic, and deal with each topic at a time as they come to not get overwhelmed, you can't solve every potential problem for a multi year
project over night. You have to understand that no issue is ever the end of the world, you pivot, find a solution and move forward. Most importantly remember that you aren't alone, you have a team around you for support and help when you need it.
Anyway, that's my late night post eurovision thoughts about game dev. I hope it was interesting, but probably not well written.

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