GDC 2023 featured a number of fantastic programming talks ranging from highly technical advice to easy-to-follow principles and workflows. While the Game Developer staff wasn't able to attend every programming talk (unfortunately, that's impossible, and we'll be looking on vault for the rest of the year), here are a few highlights from our coverage. We've included deep dives on the modular system of "maneuvers" that Double Fine's coders used to create epic boss fights in Psychonauts 2, optimizing Marvel's Spider-Man for PC, the nuts and bolts of designing an expressive match-up system, and the use of procedural generation to create "layered" battles in Mario + Rabbids: Sparks of Hope. We've also included interviews with IGF-nominated and winning developers and folks behind the technical implementation of a few of Alt.Ctrl.GDC's most fascinating creators.
So, open up your favorite IDE and take notes! (Or comments, whatever you prefer.)
Speaking at GDC 2023, Ubisoft Paris level designer Frédéric Giraud explained how the team generated multiple qualitative tactical battles for Sparks of Hope.
"We needed to build our levels and tag the different layers that comprised them. This way we could create a library of assets to generate battles from. Our levels are composed first by topography."
"We created one level per environment in the game. We have around 10 environments in the game, so it resulted in 10 levels. All of those levels are structured in six different 'grounds' that can either be shown or hidden, which is equal to up to 63 ground combinations. All of those combinations are composed into a library, and for each of them, we tagged them with keywords in terms of shape and elevation."
"The team created three different
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