GDC Europe 2016 Schedule

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  • Level Design Saga: Creating Levels for Casual Games

    • Jeremy Kang  |  Principal Game Designer, King Digital Entertainment
    Location:  Congress Saal 1, 4th Level
    Format: Lecture
    Track: Design, Production
    Pass Type: Student Pass, All Access Pass - Get your pass now!
    Vault Recording: Video
    Audience Level: All

    Level design is often a key building block in designing a game, which is especially true for King "Saga" games. This session will define the moment-to-moment (or in King's case, turn-to-turn) gameplay that helps shape the overall player experience. It will explain how good level design is a vital pillar for King to keep their casual players engaged across hundreds of levels.

    This talk will focus on the design process used when creating hundreds of levels for a brand new King "Saga" game. Focusing on 4Ts: theory, thought, tools and testing, the talk will cover design considerations, how level design principles are applied, the workflow for creating levels at King, tools King uses, and how data drives the tweaking and balancing of levels in their "Saga" games.


    Attendees would gain insight into the creative process and understand the considerations and tools used for designing levels for a casual audience. They will learn how these practices help keep players engaged across hundreds of levels in a King "Saga" game.

    Intended Audience

    Level Designers, Game Designers and Producers who would like to learn more about level design in general, or designing levels specifically for a casual audience in a King "Saga" game.