Overview
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Explore the transition from handcrafted to procedural level design in XCOM 2 through this 50-minute GDC talk by Firaxis Games' Brian Hess. Dive into the components of an XCOM level, analyze Enemy Unknown map feedback, and discover the initial plot types and rules used in procedural generation. Learn about plot cover parcels, zoning techniques, and asset swapping. Understand the challenges faced during development, including the implementation of Golden Path missions and the additions in War of The Chosen expansion. Gain insights into the pros and cons of procedural level design and hear final thoughts on its impact on the XCOM series.
Syllabus
Intro
Talk Outline
What is XCOM?
Components of an XCOM Level
What makes a good XCOM level?
Enemy Unknown Map Analysis
Enemy Unknown Map Feedback
Alternate Player Starts
Procedural Goals
Initial Plot Types
Initial Plot Rules
Initial Plot Evaluation
Plot Cover Parcels
Initial Parcel Evaluation
Parcel Iteration
Zoning
Plot Iteration
Asset Swapping
Tactical Quick Launch
First Major Challenge
Golden Path Missions
War of The Chosen
Abandoned Cities
Tunnels
Chosen Strongholds
Xenoform Biome
Pros and Cons
Final Thoughts
Taught by
GDC