This level design document summarizes a level called "The Cavern" for the video game Uncharted 4. The level takes place in the Hang Son Doong cave in Vietnam, the largest cave in the world. The player controls Nathan Drake as he explores the cave to find clues about treasure while avoiding enemies. The level features traversal mechanics, stealth, and combat. It also incorporates symbolic story elements and finds from a lost expedition to provide narrative context for exploring the cave and escaping.
Horizon Zero Dawn started as a risky new IP and genre for Guerrilla Games in 2010. To mitigate risk, a small team prototyped Horizon using Killzone's codebase until 2014. This allowed research, ideation, and the creation of prototypes to test mechanics and technology. A vertical slice integrated these prototypes and proved Horizon's potential. After Killzone Shadow Fall released, the team branched out to make significant changes needed for Horizon's open world, such as persistent items and dynamic streaming. This prepared Horizon for full production as a AAA title.
FPS 레벨 디자인_포트폴리오_폭파미션 Nuclear Power Plantdongjidong
This document discusses the level design for a Counter-Strike mission set in a nuclear power plant. It includes an index listing areas of the level labeled A-1, A-2, A-3, M-1 and M-3, which seem to refer to different areas or maps within the power plant. The level design focuses on an FPS style mission around sabotaging or exploding the nuclear power plant.
Horizon Zero Dawn started as a risky new IP and genre for Guerrilla Games in 2010. To mitigate risk, a small team prototyped Horizon using Killzone's codebase until 2014. This allowed research, ideation, and the creation of prototypes to test mechanics and technology. A vertical slice integrated these prototypes and proved Horizon's potential. After Killzone Shadow Fall released, the team branched out to make significant changes needed for Horizon's open world, such as persistent items and dynamic streaming. This prepared Horizon for full production as a AAA title.
FPS 레벨 디자인_포트폴리오_폭파미션 Nuclear Power Plantdongjidong
This document discusses the level design for a Counter-Strike mission set in a nuclear power plant. It includes an index listing areas of the level labeled A-1, A-2, A-3, M-1 and M-3, which seem to refer to different areas or maps within the power plant. The level design focuses on an FPS style mission around sabotaging or exploding the nuclear power plant.
This document provides an introduction to level design. It discusses key concepts for level design including theme, enemy design, obstacle design, puzzle design, and placement. It explains why level design is important as it provides players with useful mastery of game mechanics, influences decision making, and teaches players about a game's mechanics. Good level design reduces tutorials through balanced progression using differences in scale and kind. The document also outlines the four-step "Kishōtenketsu" level design approach used by Nintendo for games like Mario 3D Land.
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
「構造化IRFモデル」の改良版です。
The English version is here.
https://www.slideshare.net/satoshiido9/diagramming-fun-of-games-agential-structure-model-classifying-fun-exhausitively
Originally presented as part of GDC 2013 Level Design in a Day bootcamp. Co-talk between level designer and artist about the how and why of building massive games with modular art kits.
저는 운 좋게도 게임 PD로서 지난 10년 동안 몇 개의 게임을 개발하고, 서비스하는 경험을 가질 수 있었습니다.
본 세션에서는 제가 그동안 개발했던 게임들을 간단히 돌아보고, 개발 과정에서 시행착오를 통해 배운 것들을 살펴보려고 합니다.
개인적인 경험이라 편향이 있을 수 있겠지만, 게임 PD나 디렉터 커리어를 목표로 하시는 분들께 참고가 될 수 있으면 좋겠습니다.
The document provides a summary of key metrics and highlights for Nine Chronicles in May 2023. It discusses:
1) The successful transition to PBFT consensus algorithm, laying the foundation for future transitions like proof-of-stake. Community growth continued through D:CC collaborations.
2) Increased crystal consumption activated crafting and enhancement, leading to higher engagement. NCG staking grew rapidly due to the revitalized crystal economy.
3) Highlights included the PBFT update, D:CC x Bancof partnership, a limited-time weaker monster event, and a developer commentary series. Over 200,000 bot accounts were also banned to protect the ecosystem.
Liberarsi dai framework con i Web Component.pptxMassimo Artizzu
In Italian
Presentazione sulle feature e l'utilizzo dei Web Component nell sviluppo di pagine e applicazioni web. Racconto delle ragioni storiche dell'avvento dei Web Component. Evidenziazione dei vantaggi e delle sfide poste, indicazione delle best practices, con particolare accento sulla possibilità di usare web component per facilitare la migrazione delle proprie applicazioni verso nuovi stack tecnologici.
Microservice Teams - How the cloud changes the way we workSven Peters
A lot of technical challenges and complexity come with building a cloud-native and distributed architecture. The way we develop backend software has fundamentally changed in the last ten years. Managing a microservices architecture demands a lot of us to ensure observability and operational resiliency. But did you also change the way you run your development teams?
Sven will talk about Atlassian’s journey from a monolith to a multi-tenanted architecture and how it affected the way the engineering teams work. You will learn how we shifted to service ownership, moved to more autonomous teams (and its challenges), and established platform and enablement teams.
This document provides an introduction to level design. It discusses key concepts for level design including theme, enemy design, obstacle design, puzzle design, and placement. It explains why level design is important as it provides players with useful mastery of game mechanics, influences decision making, and teaches players about a game's mechanics. Good level design reduces tutorials through balanced progression using differences in scale and kind. The document also outlines the four-step "Kishōtenketsu" level design approach used by Nintendo for games like Mario 3D Land.
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
「構造化IRFモデル」の改良版です。
The English version is here.
https://www.slideshare.net/satoshiido9/diagramming-fun-of-games-agential-structure-model-classifying-fun-exhausitively
Originally presented as part of GDC 2013 Level Design in a Day bootcamp. Co-talk between level designer and artist about the how and why of building massive games with modular art kits.
저는 운 좋게도 게임 PD로서 지난 10년 동안 몇 개의 게임을 개발하고, 서비스하는 경험을 가질 수 있었습니다.
본 세션에서는 제가 그동안 개발했던 게임들을 간단히 돌아보고, 개발 과정에서 시행착오를 통해 배운 것들을 살펴보려고 합니다.
개인적인 경험이라 편향이 있을 수 있겠지만, 게임 PD나 디렉터 커리어를 목표로 하시는 분들께 참고가 될 수 있으면 좋겠습니다.
The document provides a summary of key metrics and highlights for Nine Chronicles in May 2023. It discusses:
1) The successful transition to PBFT consensus algorithm, laying the foundation for future transitions like proof-of-stake. Community growth continued through D:CC collaborations.
2) Increased crystal consumption activated crafting and enhancement, leading to higher engagement. NCG staking grew rapidly due to the revitalized crystal economy.
3) Highlights included the PBFT update, D:CC x Bancof partnership, a limited-time weaker monster event, and a developer commentary series. Over 200,000 bot accounts were also banned to protect the ecosystem.
Liberarsi dai framework con i Web Component.pptxMassimo Artizzu
In Italian
Presentazione sulle feature e l'utilizzo dei Web Component nell sviluppo di pagine e applicazioni web. Racconto delle ragioni storiche dell'avvento dei Web Component. Evidenziazione dei vantaggi e delle sfide poste, indicazione delle best practices, con particolare accento sulla possibilità di usare web component per facilitare la migrazione delle proprie applicazioni verso nuovi stack tecnologici.
Microservice Teams - How the cloud changes the way we workSven Peters
A lot of technical challenges and complexity come with building a cloud-native and distributed architecture. The way we develop backend software has fundamentally changed in the last ten years. Managing a microservices architecture demands a lot of us to ensure observability and operational resiliency. But did you also change the way you run your development teams?
Sven will talk about Atlassian’s journey from a monolith to a multi-tenanted architecture and how it affected the way the engineering teams work. You will learn how we shifted to service ownership, moved to more autonomous teams (and its challenges), and established platform and enablement teams.
Consistent toolbox talks are critical for maintaining workplace safety, as they provide regular opportunities to address specific hazards and reinforce safe practices.
These brief, focused sessions ensure that safety is a continual conversation rather than a one-time event, which helps keep safety protocols fresh in employees' minds. Studies have shown that shorter, more frequent training sessions are more effective for retention and behavior change compared to longer, infrequent sessions.
Engaging workers regularly, toolbox talks promote a culture of safety, empower employees to voice concerns, and ultimately reduce the likelihood of accidents and injuries on site.
The traditional method of conducting safety talks with paper documents and lengthy meetings is not only time-consuming but also less effective. Manual tracking of attendance and compliance is prone to errors and inconsistencies, leading to gaps in safety communication and potential non-compliance with OSHA regulations. Switching to a digital solution like Safelyio offers significant advantages.
Safelyio automates the delivery and documentation of safety talks, ensuring consistency and accessibility. The microlearning approach breaks down complex safety protocols into manageable, bite-sized pieces, making it easier for employees to absorb and retain information.
This method minimizes disruptions to work schedules, eliminates the hassle of paperwork, and ensures that all safety communications are tracked and recorded accurately. Ultimately, using a digital platform like Safelyio enhances engagement, compliance, and overall safety performance on site. https://safelyio.com/
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Salesforce Healthcare CRM, implemented by VALiNTRY360, revolutionizes patient management by enhancing patient engagement, streamlining administrative processes, and improving care coordination. Its advanced analytics, robust security, and seamless integration with telehealth services ensure that healthcare providers can deliver personalized, efficient, and secure patient care. By automating routine tasks and providing actionable insights, Salesforce Healthcare CRM enables healthcare providers to focus on delivering high-quality care, leading to better patient outcomes and higher satisfaction. VALiNTRY360's expertise ensures a tailored solution that meets the unique needs of any healthcare practice, from small clinics to large hospital systems.
For more info visit us https://valintry360.com/solutions/health-life-sciences
UI5con 2024 - Keynote: Latest News about UI5 and it’s EcosystemPeter Muessig
Learn about the latest innovations in and around OpenUI5/SAPUI5: UI5 Tooling, UI5 linter, UI5 Web Components, Web Components Integration, UI5 2.x, UI5 GenAI.
Recording:
https://www.youtube.com/live/MSdGLG2zLy8?si=INxBHTqkwHhxV5Ta&t=0
Flutter is a popular open source, cross-platform framework developed by Google. In this webinar we'll explore Flutter and its architecture, delve into the Flutter Embedder and Flutter’s Dart language, discover how to leverage Flutter for embedded device development, learn about Automotive Grade Linux (AGL) and its consortium and understand the rationale behind AGL's choice of Flutter for next-gen IVI systems. Don’t miss this opportunity to discover whether Flutter is right for your project.
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2. Simona Maiorano www.esdotem.com maioranosimona@yahoo.it
2
LEVEL OVERVIEW: THE CAVERN
During an expedition in Vietnam, Nathan Drake finds himself trapped in the Hang Son Doong1
cavern.
The Hang Son Doong cavern is the world’s largest cave: it is 9 kilometres long, 200 metres high and
150 metres wide. There is a river flowing all through the cave and lots of vegetation has grown
where the ceiling has collapsed (dolinas).
1 Son Doong dolinas are collapsed depression
The evocative environment, which toggles between lush vegetation and dark and deep pits will
push the player to wander for treasure and to find his/her way through the cave.
1
More about Hang Son Doong: https://www.nationalgeographic.com/news-features/son-doong-cave/2/#s=pano48
3. Simona Maiorano www.esdotem.com maioranosimona@yahoo.it
3
2 Piton
3 Grappling hook
OBJECTIVES
The main goals of this level are to find clues about the treasure and to get out of the caves.
The Cavern features a number of challenges, including enemies. The gameplay it’s mainly about
exploration using traversal mechanics, mixed up with stealth and close combat.
Core mechanics for this level are
1. Run
2. Jump
3. Swim
4. Bare Climb (up/down/left/right)
5. Swing with grappling hook
6. Climb with piton (up/down/left/right)
7. Slide (down/left/right)
8. Stealth
9. Shoot
4. Simona Maiorano www.esdotem.com maioranosimona@yahoo.it
4
STORYTELLING DETAILS
Symbolism
This level stands out from other Uncharted levels
because it’s full of symbolism, and it deals with
human ambitions and love for danger. In ancient
mythology and religions, the cavern symbolises not
only the primitive nature, but also the fear of the
unknown, mystery, darkness and rebirth.
Narrative Outline
According to historical source, there’s an ancient treasure in Vietnam. In 1950 an expedition of 5
men was sent but never came back.
Nate is looking for clues to recover the treasure, but he finds himself
trapped in the Hang Son Doong cave. He can do nothing but to find a
way out. In doing this, he bumps into enemies on the trail of the
same treasure.
During the exploration, the player finds also the diary of an explorer,
which reveals more about the caves, the treasure and strange
happenings. The survived explorer, supposedly under the influence
of underground extreme conditions, reports a chase with an
unidentified creature. On the last page of the diary, the explorer reveals that inside the cave
everybody get to know their dark side.
The final revelation
Whoever enters the Hang Son Doong caves is going to face
the darkest side of human ambition
Don’t take it too seriously: the cave is inhabited by monkeys intrigued by the human presence.
Nathan spots some of them during his final escape.
4 Plato's Myth of the Cave
5. Simona Maiorano www.esdotem.com maioranosimona@yahoo.it
5
4 Estimated total time: 20-24 minutes
FLOW MAP
There are 8 key moments:
1. Player Start
Nathan fells inside the Hang Son Doong cavern. He lost is equipment but the Piton, the
rope and the grappling hook.
2. River rising
The waters are raising because of the rains, so Nathan has to climb and swing all over the
fast flowing river.
3. Strange presence
Nathan finds signs of the lost expedition: old camp, some writings mentioning strange
presences in the cave.
4. First dolina (First combat – 3 enemies)
Nathan deals with a small patrol, sneaking through the enemies thanks to the vegetation.
The player can obtain weapons by killing enemies.
5. The diary
The player finds the diary of the expedition.
6. Hard combat (Second combat – 10 enemies)
In the second dolina, Nathan is surrounded by enemies.
7. Escape (Third combat – 8 enemies)
Enemies explosions cause a collapse and Nathan needs to escape avoiding rocks and killing
enemies.
8. Exit
Nathan manages to exit the cavern.
6. Simona Maiorano www.esdotem.com maioranosimona@yahoo.it
6
COMBAT METRICS
In this level there are 3 main combats. In Uncharted 4, enemies A.I. consists of three status of
perception:
neutral (white color)
suspicious (yellow color)
full aware of the player (orange color)
First combat (3 enemies) – Key Moment 4: enemies initial status is neutral. Their behaviour is to
remain in their area and slightly inclined to perceive a distraction and investigate. Their status is
always reversible.
Second combat (10 enemies) – Key Moment 6: enemies initial status is neutral, but they are more
inclined to perceive distraction and patrol the area with the help of other enemies. Their status is
always reversible.
Third combat (8 enemies) – Key Moment 7: enemies are already aware of the player and their
status doesn’t change.