2025/09 - Level Design in a Cabal - Valve’s Best Practices - Optimal Process for Collaborative Level Design and Game Development (Phil Co - Valve))
Formation créée le 04/03/2025.
Version du programme : 1
Programme de la formation
Unlock Valve's Level Design Tools Set ! Join our exclusive master class and discover how Valve's dynamic 'cabals'—small, agile teams—create immersive gaming experiences through team focused level design and shared approaches. Improve practically each stage of the process from brainstorming to diagramming to block-in to playtesting. While there’s no single way to create game levels, this class teaches proven methods that foster collaboration, boost efficiency, and elevate content quality. Perfect for game designers and level designers looking to thrive in today’s industry. What You'll Learn: Break down complex tasks into manageable steps Lead your own level design projects Enhance your skills through hands-on experiences Experience the thrill of collaboration and see why working in a cabal is not just productive, but incredibly fun! September 29th in Paris and October 1st in Lyon `1) Overview – The Cabal Level Design Process A- How does it work ? B- Cycle of Production 2) Initial Level Design Meeting A- Clarify Goals B- The power of the Whiteboard - Brainstorming C- Diagramming 3) Block Out (Grey Box) A- Optimize Test Maps B- Improve Geometry C- Better Gameplay Scripting 4) Internal Playtesting A- What do I want to learn from the playtest ? B- Unified Effort C- Smoke testing 5) External Playtesting A- How to Conduct a Playtest B- Playtest Feedback & Implementation (Q&A) C- Round Table Discussion 6) Summary
Objectifs de la formation
- Master team-focused level design techniques
- Learn shared approaches for creating immersive gaming experiences
- Improve skills in each stage of the level design process: (Brainstorming / Diagramming / Block-in / Playtesting)
- Learn techniques to elevate content quality
- Practice breaking down complex tasks into manageable steps
Profil des bénéficiaires
- Level Designers
- Narrative Designers
- Game Designers
- Producers
- Creative Directors
- Environment Artists
- Proficiency in a level editing tool (3DS, Hammer, Unreal, Unity…)
- Master Classe in English
Contenu de la formation
-
Overview – The Cabal Level Design Process
- How does it work ?
- Cycle of Production
-
Initial Level Design Meeting
- Clarify Goals
- The power of the Whiteboard - Brainstorming
- Diagramming
-
Block Out (Grey Box)
- Optimize Test Maps
- Improve Geometry
- Better Gameplay Scripting
-
Internal Playtesting
- What do I want to learn from the playtest?
- Unified Effort
- Smoke testing
-
External Playtesting
- How to Conduct a Playtest
- Playtest Feedback & Implementation (Q&A)
- Round Table Discussion
- Summary
Phil Co has been a level designer since 1996. After graduating from architecture school at the University of Virginia, he began his career at a startup company called Cyclone Studios working on a first person shooter titled Requiem : Avenging Angel. He moved on to another startup studio, Infinite Machine, where he worked with some former Lucas Arts developers on a brawler called New Legends. Taking an interest in the Harry Potter phenomenon, he joined Knowwonder to make levels for Harry Potter and the Chamber of Secrets with EA. In 2002, he was hired by Blizzard to work on levels and environment art for Diablo III. Blizzard decided to move the Diablo team to their location in Irvine, California, so Phil interviewed with Valve and has been there ever since 2005. At Valve, he started on Episode Two for Half-Life which shipped as part of the critically acclaimed Orange Box in 2007. For the next two years, he created levels for Left 4 Dead and Left 4 Dead 2 on the No Mercy, Blood Harvest, Dead Center, Dark Carnival, Swamp Fever, The Parish and The Passing campaigns. On Portal 2, he worked on the last section of the game including the Wheatley test chambers and the final level which has been regarded as one of the greatest endings in all of video game history. He took a break from level design from 2011-2013 to work on a feature length documentary film titled Free to Play now available on Netflix. Returning to game development, he worked on the Dota 2 custom games Overthrow and Colosseum as a game designer and scripter. VR started to become a focus for the company, so he joined the Steam VR team making the Home application with several initial VR experiences for Steam users. He moved onto the Half-Life Alyx team where he worked on the intro of the game to the first combat level as well as the narrative scenes throughout the rest of the game. After shipping in 2020, he rejoined the Dota team to make more custom games including Aghanim’s Labyrinth and Diretide. He started on the Deadlock team in 2022 and continues to be responsible for the game’s map. He is also the author of the book, Level Design for Games, published in 2007. He currently lives in Seattle, Washington.
- Evaluation des compétences acquises via un questionnaire
Modalités de certification
- Délivrance d'un certificat de réalisation