How to design multiplayer combat spaces
In the last couple of years, I was blessed with the opportunity to work on Vigor, a third-person multiplayer shooter. I learned a lot, I did my best, and I took a ton of notes along the way.
Let me share with you some of my observations and methods that helps me in my design process.
Currently, the talk has two parts. The first focuses on a high-level layout. What that is, how it looks, what patterns we can see repeating across different games, and how to design one.
The second part is about cover distribution. What types of covers are usually present in a game, and how to mix them to provide a variety of choices to the player.