Professional Interview & Notes - Pete Bottomley
Professional Interview & Notes
Pete Bottomley Q&A (In-Studio Talk)
Worked on titles: Ether One, The Occupation
Professional
Game/Level Designer (5+ years) – Lead Developer / Co-Founder @ White Paper
Games
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Initial methods of
planning are targeted towards tactile placement.
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Primarily
designing entities that related towards the specific universe.
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Dishonoured is primarily formulated around gameplay
first.
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Puzzles created
were tend to be built around the world, rather than creating the puzzle then
the world around it.
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Tends to design
towards the high points (long term goal) in the game, to which creates the
traversal game space for players to explore.
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Killer Opening. To
really sell the idea, but always made last to show off everything justly.
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Opted to design
initially for high stealth, then a walk sim then into the narrative. To really
set the player in the experience.
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Described that it
is rather hard to creative linear narrative.
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It is possible to learn from old workflows. But
preferred to not initially recycle, as the creation is bespoke from piece to
piece.
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Tech & Visuals are what sells the game. But it is
the gameplay that had to hold up in order for it to be successful.
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By developing your
own tools, it creates a much more versatile team, and it is easier to find
support due to the creation of new and bespoke tech.
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You will never find parallels in design, but you will
in production.
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Always wise to produce production pipelines (tech).
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Top Down vs Bottom Up.
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Heavily internal
Q&A, which goes through various stages of speeds in order to maintain
minimums.
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Primarily focused
on creating a player experience.
Low
Level Design – MOMENT TO MOMENT
Mid-Level
Design – PLAYER EXPERIENCE (CORE LOOP)
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