Ehsan started his journey as a student of game design at Iran Game Development Institute in Tehran 7 years ago. His first serious steps was designing mid-core games at Bazigostarane Derick. Rooster Wars was the first result of his cooperation with one of the most talented team back then. After a while, he was attracted more to hardcore and story-driven games and started to work at Black Cube Games as a Game / Level Designer. It's been more than 3 years that Majid and Ehsan are working together at BCG and they are here to share their pipelines, workflow, their teamwork experiences and their success and failures in a group of game designers. Majid Rahmani started working in the local game industry as a game critic at Bazinama magazine. After graduating from Iran Game Development Institute, Majid joined the independent game studio Black Cube Games as a Game Designer and has been working there since 2013. He was also speaker at TGC17 in the Production category. He is most passionate and interested in Level Design.
In this talk we want to demonstrate our approach on the following bullet points while developing our new PC/Console game: . Brainstorming ideas based on local folklore and Iranian culture . Testing features of a larger scale project In a smaller scale one . Pre-production document . The three Cs (Character, Camera, Control) . Enemy design . Ability design . Iterative balancing phase . Level design pipeline . Revising USPs (Objective Design, Environmental Storytelling, Interactive Elements, Cut-Scenes and Music) . Polish
Intermediate game community individuals who are more interested in the development of PC titles