You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close
Session Name Transitioning from Linear to Open World Design with Sunset Overdrive
Speaker(s) Liz England
Company Name(s) Insomniac Games
Track / Format Design
Overview This session goes into how, after 20 years of developing linear games, Insomniac Games evolved to tackle open world design in Sunset Overdrive. It will cover some of the pitfalls and growing pains associated with such a drastic change within the studio, and go into depth in the way we restructured the design department in order to solve these new challenges. In particular, the session will cover new approaches and techniques we made to prototyping and implementing large, overlapping gameplay systems, and dealing with the problems of working in a single shared gameplay space. Special attention is given to how our design workflow on Sunset Overdrive compares and contrasts to our previous workflow on Resistance 3, a strictly linear game.

GDC 2015

Liz England

Insomniac Games

free content

Design

Design


UBM Tech