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Session Name:

The Players are Loose! Developing a Seamless Multiplayer Sandbox for Dead Island 2


Is it possible to build a huge seamless multiplayer sandbox world while keeping the tension and fidelity of a single-player action game, and how do you do this with team of 80 developers? How do you create meaningful narrative for a game that never ends? What are the most common and re-occurring mistakes during development and what can you do to avoid them? This talk will give some answers to these questions and tell about the challenges Yager was facing when it moved from the linear game that was Spec Ops: The Line to the non-linear sandbox multiplayer experience that is Dead Island 2. We learned a lot by doing and mainly by doing it wrong. We were able to derive a number of design principles that resulted while developing Dead Island 2, and this talk will you give a look behind the scenes that led us to them.

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  • GDC Europe 2014
  • Joerg Friedrich
  • free content
  • Design
  • Design