May 20: BioWare on Mass Effect 2 iterative level design
Event Details
When: Wednesday, May 20th @ 7:00pm
What: IGDA-Montreal Presentation Night
Where: The SAT, 1195 St.Laurent
Why: BioWare on Mass Effect 2 iterative level design
Who: All game developers, and those related to the game industry
Entry: free for IGDA members; $5 for non-members
Poster: Print out our snazzy promo poster (1.5MB - jpg) and pin it up at work to help promote the event.
Presentation
"The Iterative Level Design Process of Bioware's Mass Effect 2"
This session examines the BioWare Mass Effect team's new level-creation process, which is focused on maximizing iteration for quality while minimizing rework and cost. This approach to building levels strives to integrate the Design, Art, and Production teams such that the highest-risk level-creation issues are addressed early in the development cycle. Lessons learned from Mass Effect lead to a detailed description of the new level-creation process, and graphical examples of a level illustrate its progression through the necessary phases. The discussion also examines how BioWare is currently implementing this process using elements of Scrum and Lean Development.
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Corey Andruko - Corey has been a project manager at BioWare for two years. He recently finished work on MASS EFFECT and ME: BRING DOWN THE SKY (downloadable content) for the Xbox 360. His current focus revolves around level creation within the MASS EFFECT universe. |
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Dusty Everman - In his four years at BioWare, Dusty has been a cinematic designer on JADE EMPIRE, lead technical designer on MASS EFFECT, and lead designer on ME: BRING DOWN THE SKY (downloadable content). He is currently the lead level designer on an unannounced BioWare project. |
Prize Raffle Action
We'll have the usual load of games and books and swag to raffle off for members!!!
Meeting Sponsor Chapter Sponsors
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