
Presented by Lee Perry
November 1st16:00 - 17:00Room : Westmount
Why merely write about a potentially great design idea, when you can easily create a functioning prototype of that idea instead? The Gears of War franchise was built around this organic and iterative design method.
The use of rapidly created playable prototypes, or “”Proof of Concept”" game levels, dramatically increases the communication between designers and the rest of a team. A simple POC map can accomplish in 30 seconds what a design bible can rarely do. We’ll look at example prototypes from Gears 1, 2, and 3 and learn how the process has affected Epic and the Gears IP as a whole.
Learning objectives
- Attendees will leave with new ways of thinking about the role of a designer
- rethinking who on their teams can be more involved in the direct production of gameplay design;
- and walk away with ideas for their own projects that would benefit from such production methods.
Lee is in his tenth year with Epic Games, where he pioneered the use of modular static meshes to create environments and advance beyond the age of BSP. Lee was also deeply involved with the development of the popular Unreal Kismet visual scripting system, and created the majority of the gameplay prototypes for each game in the blockbuster Gears of War franchise. Lee was an artist and designer on Unreal Tournament 2003 and Unreal Tournament 2004, lead level designer for Gears of War, and senior gameplay designer for Gears of War 2 and 3. Prior to Epic, Lee’s career included Square Soft, as well as art directing and lead level design for Ion Storm's Anachronox.




