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# 透過團隊合作來進行關卡設計 2021 TGDF 台北遊戲開發者論壇 [共編筆記索引](/HksczuLpu) [說明連結](https://2021.tgdf.tw/speakers/38) [影片連結](https://www.twitch.tv/videos/1082014513?t=00h29m50s) 講者: Josue Benavidez # 講者介紹 - Insomniac Games 首席遊戲設計師 - 參與遊戲作品: - Sunset Overdrive - 蜘蛛人:新宇宙 # Phase of Level Design 1. Outline 2. R&D 3. Layout 4. Gameplay 5. Production 6. Testing # Phase: Outline - 整理可以用的物件 - 規劃關卡目標 1. Defining Goals 2. 瞭解邊界 ## SpiderMan: New York 天際線設定、建築物長相等,都是由設計、企劃等一起決定 - 用對白來提供上下文 - 希望每個關卡都能訴說一個故事,即使是在開放世界 - 玩家的參與將成為「世界歷史」的一部份 - 針對關卡提供敘述是很重要的 - 讓大家一起參與 ## Level Outline - 研擬關卡的流程 - 或者任務的動向 - 保持彈性:用低成本、快速完成的列表來撰寫 - 可以在這裡預先想像關卡進行方式 - 如果卡住了,做點實驗 - Pitch it wide: 與領導者/主管分享 - 收集大家的意見 # Phase: R&D 研發 - 實際開發階段 - 調查關卡的「邊界範圍」 - 研擬「關卡大綱」 - 你的 Pitching 應該要能「嚇到人」:這階段要面對未知與風險 - 閱讀氣氛:像大家簡報時,注意團隊的「負面心情」出現在哪些地方 - Establish Strong Targets: 做點研究可以幫助很大 - 針對相關技術 - 針對類似遊戲 - 將相關需求盡早告知美術與程式 - 保持開放心態 # Phase: Layout 以前偏好紙本,但現在直接 3D 拉模也不錯 ## 注意比例 - 記得放入「比例尺」物件:例如椅子,窗戶等 - 儘量用遊戲內視角體會 - 如果有「環境組」,無城後讓他們檢視與評估關卡 - 開發蜘蛛人:紐約時,專注於比例重現與正確 - 從最具代表性的中央公園開始建造 - Blockout the Outline: 把重心先放在結構與佈局,跳過細節 - 測試:可以先放入一些不複雜的敵人或機關 - 營造氣氛:思考關卡想提供的氛圍是什麼樣子 - 氣氛元素的加入場合:剛開始?最後?沒有標準答案 - 向相關技術/美術人員詢問可行性或工具:例如光影能力等 - Craig: 優先關注關卡感受 - 比起「佈局長得怪」,「關卡要讓人感到悲傷」才是更好的討論與共識基礎 # Phase: Gamplay 關卡已經可以遊玩,可以「把手把交給玩家」的等級 - 提供所有的互動功能 - 保持敏捷:有時候可能要整個砍掉 - 原則上來說:如果現在不好玩,那就算加上更多美術或細節也不會好玩 - 「更多美術細節也不會讓向左的東西變成向右」 - 「迭代失敗的原因通常源自於過於保守」 - 在環境組開始處理前先瞭解 - 把已確定的關卡區塊提前公布 - 早期測試 - 儘量在美術開始以前確定關卡造型 - "Layout Lock" # Phase: Production 設計師將從開發者變成 Support. - 保持「完善舊關卡」與「新任務」平衡 - 避免進程卡住 - 注意關卡可玩性 - 必要時提供 temp fix - Gameplay Fine Tuning: 調整光影 - 思考如何玩壞自己的關卡!然後及早修正 - 斟酌自幹,還是請教他人 - 定期「一起試玩」:讓大家一起參與,一起提出意見、提醒大家是個團隊 # Phase: Testing 玩家可以 1. 從頭到尾遊玩 2. 體會所有遊戲功能 3. 不會出錯 ## QA Testing - 思考如何建立來回溝通的方式 - 主動詢問提供夠多的資訊 - 主動提出潛在問題 - 再度強調「每個人都是團隊」: QA 組也是團隊成員。 ## User Testing 小規模的專業玩家試玩。 - 提供「好問題」 - 要問能夠採取行動的問題,不要問「知道答案也無能為力」的問題 ## Accessibility Testing - 儘量友善:就算正常人也會疏漏 - 更新介面時播放提示音 - 不要把無障礙 ## Practical Testing 精準測試 - 儘量模擬「遊玩環境」:不要在辦公室,在你家,玩家場合 ## 關於回饋 ## Weigh Changes: 成本與效益 - 斟酌更改 - 與團隊討論 - 如果意見分歧,可以考慮引入外部意見 - 後期更改往往是造成團隊不合的主因 - 同理心與同情心:對團隊最好的決定,不一定是對遊戲最好的決定 # 總結 - 重複上述 Phase - 你的功勞很重要,但你的團隊更重要! # Q & A 1. 關卡修正期間,任何人都還能提供意見嗎?如何決定意見的優先權或責任歸屬? - A: 設定目標 - 以目標為第一考量,而非人員。共識決,整個團隊一起來!沒有共識時再度尋求高層指引。 2. 每個設計階段會需要多少時間? - A: Production 通常最久。不過我們花了很多時間在建置蜘蛛人:紐約的 Layout 階段。有些前置過程花的時間比想像中還多,但是很值得且必要! 3. 小團隊的關卡設計:如果只有 1-3 人,流程上會有差異嗎? - A: 講者沒有在小團隊合作過,但是個人認為差異不大。舉例: Sunset: Overdrive 中,常常需要自行開發關卡。 4. 可否舉例在最後階段的「必要/重要修改」? - A: 蜘蛛人:紐約 有個 suit house 換裝功能,一開始團隊不確定是否必要,但是試玩時很多玩家希望那些 suit 能有不同功能,所以我們在最後加上了。 5. 推薦 Layout 工具? - A: 以前會用紙筆。現在用以拉、Maya, 還有自製軟體等。不論如何,都該是很簡單的—用簡單幾何來生成關卡。 6. 你覺得這些工具是重要/推薦使用的嗎? - A: 這個非常看個人。不用侷限。例如我會在現實世界搭建紙箱來模擬城市。 7. 生涯中最大的挫折?如何應對? - A: 想要做個關卡跟時報廣場有關,但是一直沒有打定主意。最後改到只剩下一條街,只好改命名、捨棄原本這個主題。因此開始思考「設計通則」,跟團隊成員們分享。這些通則對於未來的關卡開發很有幫助。 ###### tags: `2021TGDF` `台北遊戲開發者論壇` `共筆筆記`

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