2025/09 - Level Design in a Cabal - Valve’s Best Practices - Optimal Process for Collaborative Level Design and Game Development (Phil Co - Valve))
Version du programme : 1
Type de formation
Formation présentielleDurée de formation
7 heures (1 jour)Accessibilité
Oui2025/09 - Level Design in a Cabal - Valve’s Best Practices - Optimal Process for Collaborative Level Design and Game Development (Phil Co - Valve))
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
Équipe pédagogique
Suivi de l'exécution et évaluation des résultats
- Evaluation des compétences acquises via un questionnaire
Modalités de certification
- Délivrance d'un certificat de réalisation
Capacité d'accueil
Délai d'accès
Accessibilité
Pour les entreprises qui souhaitent une prise en charge par leur OPCO, l’inscription doit être réalisée au plus tard deux semaines avant le début de la formation pour respecter les délais d’instruction des OPCO.