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1
Intro
2
Talk Outline
3
What is XCOM?
4
Components of an XCOM Level
5
What makes a good XCOM level?
6
Enemy Unknown Map Analysis
7
Enemy Unknown Map Feedback
8
Alternate Player Starts
9
Procedural Goals
10
Initial Plot Types
11
Initial Plot Rules
12
Initial Plot Evaluation
13
Plot Cover Parcels
14
Initial Parcel Evaluation
15
Parcel Iteration
16
Zoning
17
Plot Iteration
18
Asset Swapping
19
Tactical Quick Launch
20
First Major Challenge
21
Golden Path Missions
22
War of The Chosen
23
Abandoned Cities
24
Tunnels
25
Chosen Strongholds
26
Xenoform Biome
27
Pros and Cons
28
Final Thoughts
Description:
Explore the transition from handcrafted to procedural level design in XCOM 2 through this 50-minute GDC talk by Firaxis Games' Brian Hess. Dive into the components of an XCOM level, analyze Enemy Unknown map feedback, and discover the initial plot types and rules used in procedural generation. Learn about plot cover parcels, zoning techniques, and asset swapping. Understand the challenges faced during development, including the implementation of Golden Path missions and the additions in War of The Chosen expansion. Gain insights into the pros and cons of procedural level design and hear final thoughts on its impact on the XCOM series.

Plot and Parcel - Procedural Level Design in XCOM 2

GDC
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