A Day in the Life of a Senior Designer

By BioWare

feltham6
Super Huge Part 1 of 1, by David Feltham

8.35am Kids were good this morning and I’m arriving at a decent point. I’ll be able to test my level and get the Lead Designer (Preston) and Lead Level Designer (Dusty) to play it and give me feedback so I can incorporate it before Thursday’s review
8.45am Brazilian Priscila in the French Press. Fantastic coffee.
8.46am Ivan, one of the QA for our scrum, has tendinitis and has his entire left hand in a splint! Oh noes!
8.50am Looks like my build failed: Yesterday I got a 3-red ring on my devkit and had to get a new one: forgot to update the IP address on my auto update. Time to cook over the opening level so I can work!
8.55am Time to drink some coffee and peruse my iGoogle. Yesterday not much happened. Perhaps there’s some new articles up now.

9.01am Oh Fail Blog. How you amuse me.
9.15am Can’t get The Depression Suite by Tragically Hip out of my head. Time to find something to listen to on my Zune…maybe some Opeth.
9.17am Can’t. Stop. Listening. To this album: Tragically Hip: We Are the Same.
9.22am Reading HR emails. Reading an email about our E3 build.
9.40am Just got into a long discussion about the wins and fails of X-men Origins: Wolverine: Uncaged, the game. I’ve finished the game and I’m right now inches away from getting 2 major achievements. Even though I don’t want to play anymore, I keep playing. The gamerscore is too luring!
9.43am Time for Design Standup. This is where all designers on Mass Effect (44!) meet with Preston in one giant meeting. Preston goes around the table (twice, now that we’re big) and each designer says what level they’re working on that day. It gives Preston, who’s wrapped up in the high-level of the game and in meetings, an idea what people are working on, and gives him the opportunity to comment on things that need to be commented on. It helps Cinematic Designers know if their Level Designer is available to them, and lets the entire group know what levels are being reviewed in what is called a Daily. It also allows me to make fun of anyone wearing the same Jade Empire, Mass Effect or Dragon Age shirts.

me2sample10.00am Kris tells me a story about the Art Director (Derek Watts) and one of the designers talking about the need for cover in the middle of a walkway. While it gives the player cover, it doesn’t make much sense to the environment. So Derek, as a joke, grabs a garbage can, places it in the middle of the room and says ‘Look at me! I’m a designer putting placeables in the level!’ HAHAHA. It definitely is a balance between the two: great gameplay but in a world that makes sense.
10.10am Just finished my playthrough (my cook finished while I was in the Design Standup) and everything looks good (enough) for review by the Leads. I say ‘enough’ because I have another 2 sprints to do get my level almost completed…and I’m never satisfied with my work. But I have a working, fun level that has everything that needs to be in there for Level Review. Time to IM the bosses.
10.13am Sent
10.15am Scrum standup. This is where our Scrum, or dogpile, gets together with our producer (Nathan Plewes) and any floater writers or cinematic designers that are working on our dogpile’s levels that day, and we do a quick round where everyone says what they’re working on, what they worked on yesterday and any major issues that might need to be resolved with the help of Nathan.
10.30am Finished Scrum standup which lengthened into a conversation about what’s left on our levels for the rest of the game. We seem to be doing pretty good!
10.42am New cup of coffee and I’m reading an interview with Mike Laidlaw, Lead Designer on Dragon Age and a good good friend.
10.43am Just got an IM from Preston, our Lead Designer, that he’ll be here in 10 to play [Rescinded]. Huzzah!
10.47am Cleaning up pathnodes and rebuilding paths. Then I’ll do a last minute visual pass to make sure my henchmen and enemies can maneuver.
10.49am Just got an IM from Rohan Knuckey, the Level Artist for [Rescinded] the level I’m working on, that he has some geometry updates for me. I’ll update those right after my playthru with the bosses.
10.49am So do I get nervous about these playthroughs? Not really: I’m not the get nervous kind of guy. I am anxious and hoping that they like what they’ve done, and that it won’t break during their playthrough. But honestly anything they have to say about what needs to be done, especially on this very important level, is stuff that needs to be done: Dusty and Preston have you, the player, in mind with all of their feedback. If they say it won’t be fun, or doesn’t flow nice, then that’s something I need to address. Besides, I still have many weeks left on the project and I’d be a fool into thinking that this is the last iteration of this level.
10.57am Really digging the new Prodigy.

mesample211.11am a quick playthrough by Preston and its hard to say what he’s thinking: he found some bugs which I’m going to fix right now, but he didn’t say yay or nay. Experience says that he’s got something of higher issue on his mind and that the level met his expectations. The stage that my level is in, Orange, can be a very ambiguos stage: it doesn’t have the spit and polished of a Hardened Level, and it isn’t the rough level full of promise that is a Narrative Playable or Whitebox.
11.13am Time to fix some bugs.
11.19am And updating to new art.
11.19am And new doors! Huzzah! And holy god does the level look amazing. Some of the updates in lighting and textures have just brought so much life and atmosphere to the level.
11.50am Fixed some bugs that Preston found (list them)

12.10pm Heading out to the local grocery store to get lunch. Let’s hope its not too hot outside, I wore combat boots and black jeans
12.35pm Holy crap its hot outside! Bad day to wear combat boots and black jeans. Going to read some online articles while I eat. Another lunch at the desk.
1pm Lunch complete. Achievement unlocked.

1.17pm Desperate for another coffee, but the impending heartburn says to wait. And wait I shall. Onto bugs!
1.24pm Time to learn about action stations: these will be the first I’ve put in our game.
1.48pm Learn something new every day: Found out about our tools to set animations on pawns, and seeing as how I’m setting up [rescinded], this will be great!

2.45pm Just came from a meeting about Skeletal Meshes and You. Learned many things today, but sadly was starting to fall asleep. Need more sleep. Badly. These Skeletal Meshes allow us to place down low-detail pawns in the level to help flesh out the world. Like Dead Bodies.
2.55pmFeel like some Jeff Buckley, Last Goodbye. Time to start tweaking the last battle in [rescinded]. Need to make it a nice cap on everything that has happened in the level so far.

3.04pm Well…that put me in a mood. Time for some Tool.
3.19pm Taking a section of my level and pimping the shit out of it with the new Skeletal Meshes, Visual FX and Level Events, like animations in the background, so the level Artist and the bigwigs can get an idea of where I’m going with the ambience.

4.00pmGot some interesting stuff. Just put in the new doors and they look snazzy.
4.20pm Had a discussion with Dusty and Shawn Potter (combat programmer) on creating a new kismet object to tighten up my level scripting. Think its a go. Should see it in a few days.
4.47pm Just wrapping up some last minute scripting so I can do a last minute playthrough to ensure my level is fine for tomorrow’s build. A build is a compile of content and code done daily to ensure everyone is up to date with the latest verified code and the latest content. It automatically happens on everyone’s computer every night.
4.54pm Waiting on the cook.

5.06pm Oops. Forgot to set a pawn to ambient. recook
5.20pm Playthrough works. Found some bugs that I’ll address tomorrow: level is playable for the morning and for the level review tomorrow. Thank-you and goodnight.

Banner image taken from Steampunk Lab

Dave Feltham, who hails from Toronto, is a Senior Designer on Mass Effect 2. He doesn’t like to think about the number of days multiplied by the 9 years he has in the game industry, never mind the 3 before that in the TV industry. He has done broadcast design work for many major TV networks and has released games for the launch of every new-generation console since Microsoft’s Xbox. He giddily walked through BioWare’s doors 2 years ago and still can’t believe he works here. He likes coffee. A lot. He’s drinking one right now.

Tags: , , ,

19 Responses to “A Day in the Life of a Senior Designer”

  1. Gregor Lamche Says:

    hehe, he dose like coffee …

    Nicely done, I can read through the whole thing, get a idea of the tools and system behind it, but I can’t get any thing out about Mass Effect 2 …

    PS: I want to become a Game Designer, even a Level Designer (far, far in the future, after I got a Engine rolling), but I would love to see such a thing from a Programmers point of view. Or even from an Artist.

    Greg

  2. SG_01 Says:

    For more profiles in courage, visit the Alliance on the Extranet. Keyword “courage”. ;)

    Anyhow, sounds like an awesome day!

    - SG

  3. Jeff S Says:

    Your posts almost make we wish I had chosen a different career path. Sounds like what you do is a great deal of fun. I guess I would consider working for a game company doing what you do a “dream job” of sorts. Can’t wait to see the finished product.

  4. Tempus Frangit Says:

    Fascinating. I certainly would like to see a “Making of ME2″ documentary with stuff like this as DLC or with a special edition or something. :)

  5. Cal the time-management national socialist Says:

    A very interesting day-in-the-life recap!

    Not taking into account the time taken to Tweet, I believe these were the work intervals described:

    9:43-10:10 (Design standup)

    10:10-10:30 (IM to boss and Scrum standup)

    10:47-11:50 (pathnodes and rebuilding paths, playthrough with Preston and new art, new doors, bugs fixed)

    1:24 – 1:48 (learning about action stations and pawns)

    2:55 – 4:54 (tweaking the last battle, and pawn animation tools, Skeletal Meshes, Visual FX and Level Events)

    5:06-5:20 (recook the level to fix missed ambient pawn)

    For a total of 265 minutes or approx. 4.42 hours for the day. Not bad, but could use improvement. Hopefully this is just pacing for crunch time. ;)

  6. Destenoth Says:

    I’m with Tempus Frangit. That would be awesome. Thanks a ton for these blogs Dave!!

  7. Steffen Says:

    Hey!
    Always very interesting to read your blog. Nice work! Good Idea this blog…. it’s a great oppertunity for your fans to learn something about your work.
    Good music taste btw ;)
    greetings from germany :)

  8. McKinley Says:

    I love your taste in music
    Invaders must die, Omen , Running with the wolves and warrior’s dance FTW
    Tool= Intense
    Tragically Hip = Canadian awesomeness

  9. C J Says:

    Wow! I must say, I thought working for BioWare would be awesome, but I am disappointed.

    Correct me if I’m wrong, but I didn’t see one mention of flamethrower duels while skydiving or gunfights with explosive sharks. :(

  10. Adio Says:

    Thank you for sharing your exploits, David. I look forward to any future updates you make.

  11. David Vizcaino Says:

    Wow. I never even considered level designer as an entry into the game industry, but I’m starting to think that level design is the nice mix between 3d modeling and programming that I want. You should start your own twitter on this stuff… seriously. Also, can you post like a really bad or hard day for you, I’d like to see how tough the job can get. Lastly, what type of skills would be required for this type of job Mr.Feltham? (Yes I want to be a game designer too. I know a little C++ but I hate math.. even though it’s my specialty, but 3d modeling just isn’t as exciting as programming lol)

  12. lesbianstripperninja Says:

    ‘Scram?’ ‘Dogpile?’

    Could someone explain to me what these are please?

    • Dave Feltham Says:

      A Scrum (or dogpile, which is what we call them. It’s the same thing) is a term used in Agile Software development. A lot of developers use this. And instead of me butchering the process, I’ll send you here: http://en.wikipedia.org/wiki/Scrum_%28development%29
      Really the idea is that you have small groups of people working together towards the same thing/feature. In this case the feature is a level (or series of levels). But it could be a game feature, the save system, that kind of thing.

  13. Michael Ribeiro Says:

    Hey I read the coffee heart burn issues which plagued me in my early dev years.
    My coffee progression to reduce rot gut from too much. I found increasing the strength helps. I’d have 3-6 12 ounce cups a day. I top it off with milk/cream and sugar.

    Tims
    Kenya AA
    Sumatra
    Americano 3 long shots of expresso topped with water
    Now just 5 long shots of expresso, 6 if I really need it.

    I do not know what it is but I can drink stronger coffee all day without the rot gut. In a long day I need a few waters to balance it out.

    Thought I’d share.

  14. Dave Feltham Says:

    Thanks to everyone who commented over the series of articles. I apologize for the delay in responding, and the fact that I couldn’t respond to everyone’s comments. Thanks for the great feedback: as always BioWare fans are the best (I know cos I was one).

  15. Bryan Clodfelter Says:

    Hey Dave,

    I read the exchange between you and Derek and the need for cover. Correct me if I’m wrong, but wasn’t his argument invalidated by the fact that he picked up an object (the trash can) that already belonged in the environment?

    I wrote about Bioware’s tendency to create arbitrary environments in the Mass Effect forum entitled, “Five Chronic Problems with Bioware Titles.” It generated something like 175+ comments, and if you’re especially bored, you can check it out here:

    http://meforums.bioware.com/forums/viewtopic.html?topic=675123&forum=104&sp=0

    Best of luck!

  16. AipAsh Says:

    Funny, I am currently in school for game design, and love reading this from a perspective of someone who is in the business. I do have to laugh at the people who think it is all ” fun and games” however. There is so much work to this and I commend you, and look up to you as well :) !

  17. Juan Says:

    Wow! That is really interesting!!

    Sounds like fun but it also seems to be a lot of serious work.

  18. Red92 Says:

    Observations and rules of thumb provide valuable guidance for practice when findings are not available. ,

Leave a Reply