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Session Name:

Plot and Parcel: Procedural Level Design in 'XCom 2'


What if you got a unique map each time you loaded the game? How procedural do your levels need to be in order to reap the benefits while minimizing the costs? Making levels for a AAA title is an expensive and time consuming proposition. During this session, Brian Hess of Firaxis Games will walk through the trials and tribulations of designing and implementing such a system, as well as the benefits it offers and problems to avoid. Hear how the XCom team at Firaxis survived the transition from the handcrafted levels of 2012's tactical strategy game 'XCom: Enemy Unknown' to the procedural levels of 'XCom 2' and beyond.

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  • GDC 2018
  • Brian Hess
  • Firaxis Games
  • free content
  • Design
  • Design