Tag Archives: EA DICE

Battlefield 5

Introduction: I once again had the opportunity to work for DICE LA. This time round I was given additional ownership, and made contributions in Battlefield 5’s content Chapter’s 3 and 4.

Platform: PC, Xbox One, PlayStation 4 Time: 1 year |  Role: Multiplayer DesignerTeam Size: ~100

Design Goal: Support Battlefield 5’s live service pipeline with high quality content for players.

My Contributions

Chapter 3: Trial by Fire

Firestorm

  • Augmented EA Criterion’s design of Lake Village a major point of interest in Battlefield 5’s Firestorm game mode.
    • Using Confluence I created level design notes for implementation by level artists of natural areas, major and minor POI’s in a several 1km areas of the Firestorm launch map.
    • The note format prepared in confluence was set by EA Criterion as a standard for level designers on the project.

Mercury

  • Initial fortification design, then iteration with a senior designer.
  • Level design feedback – cover, sightlines, layout.
  • Map maintenance assistance.

Chapter 4: Defying the Odds

Marita

  • Level design feedback.
  • Squad conquest layout proposals, and implementation.

Provence

  • Iteration of the Provence map.
  • Scheduling playtests and conducting post playtest feedback discussions.
  • Map maintenance – spawn points, floating objects, blocking off areas.
  • Supported level design with visual scripting efforts implementing:
    • Fortification prefab clusters that were used in multiple levels.
    • A means of blocking off second story floors.

General

  • Gathering telemetry to present to senior and lead designers.
  • Writing and iterating documentation to improve work processes.
  • Fixed bugs reported by QA on JIRA.

Battlefield 1

Introduction: Over the summer of 2017 I interned at DICE LA, a studio of Electronic Arts. My time was spent working with DICE LA to ship the downloadable content In the Name of The Tsar for Battlefield 1.

Platform: PC, Xbox One, PlayStation 4 Time: 12 weeks |  RoleGame Designer | Team Size: ~90

Design Goal:

  • Deliver high quality level content through iteration.
  • Develop my ability to analyze and critique level design in a professional environment.
  • Practice supporting the efforts and vision of senior designers on the team.

My Contributions:

  • Bolstered Battlefield 1’s DLC content with map analysis. This took the form of:
    • Collecting, processing, and documenting Battlefield 1 level data for use by senior level designers.
    • Offering map feedback on flow, map features, cover, spawn placement, and play space volumes.
  • Used Frostbite’s visual scripting language to implement:
    • Content bug fixes from JIRA tickets.
    • Then iterate based on feedback of game modes such as Supply Drop, Team Death Match, War Pigeons, and Domination for multiple levels in the DLC pack.

Grapes of Wrath – Map Design Lessons

Last week I designed Grapes of Wrath, a concept for a multiplayer level in Battlefield 1. Reflecting on the experience I will detail my process, and lessons learned in the hope of enriching myself and others.

I initially split design into two segments. Theme & Structure.

Theme

Given an aim to create a post apocalyptic theme I began my research with reference images.

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In addition to reference images I sought out other forms of media such as movies, book and games that were set in a post apocalyptic setting.

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What struck me most when reviewing this material was the desolate landscapes, and ruinous infrastructure. I intended to include these elements in some manner in the map I designed.

Structure

In the context of Battlefield 1 I define structure as map objectives, points of interest, unit design, and player flow.

Research

My research into structure began with two of Battlefield 1’s modes, Conquest & Rush, both of which I intended to accommodate within my map design.

Modes

Not only did I experience these modes by playing them, but I used spectator mode to watch the battle play out at a meta level. This allowed me easily see how objective placement, and points of interest affected player flows.

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Unit

I then looked at Battlefield 1’s units. A study of the different infantry classes, tanks, airplanes, and vehicles revealed sub-categories, each of which had different play styles:

  • Air
    • A fast but weak plane
    • A slow but powerful bomber
    • A hybrid plane
  • Tanks
    • Glass cannon artillery
    • A fast but weak tank
    • Slow but powerful tank
    • A hybrid
  • Infantry
    • Short
    • Medium
    • Long range
  • The Behemoth – A lead breaker

Battlefield 1 is a web of balance, and what I found was their vehicles cater to extreme playstyles with disadvantages, and usually a third averaged option.

Cerebral Design

Combining map knowledge and player elements I created a ‘cerebral map’ for Rush and Conquest. These maps included player flows, and major elements such as the Behemoth route, and an underground bridge.

For Rush mode the map intended to convey that attackers would become weaker over time, and defenders stronger whereas in Conquest it should be balanced strength. I hoped to achieve this experience with various measures such as:

  • Placing map objectives progressively further from attackers and closer to defenders in Rush
  • Giving more elite kits and vehicles to defenders as the attackers captured objectives in Rush
  • Balancing elite kits and vehicle spawns in Conquest

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My cerebral map was an initial pass at an experience, which was all well and good, but it clearly was not a map! What I had created was akin to a disfigured skeleton which needed a layer of flesh, and its bones tweaked.  A location was needed to root these abstract concepts in. Therefore Location became the third segment of my design process.

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