Level Design Workshop: Designing Celeste

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In this 2017 GDC session, Celeste lead developer Maddy Thorson touches on a range of topics through the tools and process of designing 300+ hardcore platformer stages for Celeste, arranging the sprawling area maps that make up the mountain, and weaving story elements through its game world.

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“If you’ve heard of me it’s probably because of towerfall.” He had no idea how popular Celeste would be

Cipherix_
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"Probably around 400 by the time it's out"
*final game has 706 levels*

kevinr.
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Oh my gosh. Mr. Oshiro was way scarier in the demo than he is now.

CPS-
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VLC AUDIO AT TWO HUNDRED PERCENT, got me like "I'M MADELINE AND I'M HERE TO DESTROY THIS MOUNTAIN WITH THE GOTH SIDE OF MYSELF"

a_d_z_y__
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Celeste is already one of my all-time favorite games, but thanks to this video, I can appreciate the subtle layers of depth even more. Amazing!

FreddeGreddeMusic
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Imagine his brain just imploding when he discovered that by some miracle the entire area was possible without dashing once.

technodraconic
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Thorson may not be the best public speaker here but his method shows it's power in the released game. Celeste was way better than I ever expected it to be. I thought it would just be another Super Meat Boy knock-off game but Celeste blows SMB out of the water. As much as I enjoyed SMB it has basically no narrative weight and the levels after the first 2-3 per chapter don't feel as rewarding to complete they way they do in Celeste. When I beat SMB or finished the Dark World I wasn't excited I was just glad to be done with it. When I first finished the Summit in Celeste I was pumping my fists in the air like "fuck yes, I did it!" as a similar reaction when I finally beat Core B-Side.

AshtarteD
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Celeste is probably the most polished game I've ever played. Maddie has so much to be proud of. Imagine if it came out in a different year, could have easily won game of the year, it's just a tough act to follow when there was so many great games.

slickl
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Honestly might be the best 2d platformer I've ever played. It's so surprising to be able to say that after all the years that games have been out.

BringTheKain
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"if you want to climb up a single wall like that you have to climb and use your grip strength"
LIES
but for real though, one of the neatest things about this talk is seeing all the subtle changes that took place at the very end of development. Obviously the dash got a cooler animation, and the resort rising spikes were changed to the red tendrils so that they were distinct at a glance from actual spikes. But also adding in the little visual for when your jump has a momentum boost. It just makes that teaching moment at the end more explicit, because you can actually see that you're going faster rather than just noticing the extra distance.

androidwillpwn
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30:30 YES I noticed this while playing and its such a small thing, but it makes the game feel so much smoother. This is a great sign of a game developer who really thinks evereything about the game through

plusminusducky
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The way the areas are put together is amazing. The way the gameplay fit the story, and the story fits the gameplay is... amazing

estebangomezllata
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Thanks for this video! I just finished the game on normal, 19hrs, 5195 deaths, 67 strawberries. I know, not great, but Madeline wouldn't care. I got it done, and it was fun to hear how some of these levels were designed.

napynap
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im just blown away by all the things they take into consideration. This is a craftmanship. And it shows. The game is superb on so many levels I can't deal with it. Inspiring talk.

Czeckie
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It's safe to say that the team absolutely nailed their design goals.

Celeste may be the best platforming experience of my life. Simply brilliant.

bennieblanks
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After watching how he designed these levels and began discussing things that are and aren't possible, I just had to check the patch notes of the game since release. There's a bonus collectible at the end of Chapter 1A that you can get for clearing the chapter without dashing a single time. I figured that was patched in at some point to reward players who abused the engine in a way that was never considered. Some of the moves required include infinite single wall jumps and spike jumping.

Nope. That collectible has been there since release. So not only did he know that these mechanics exist in his game, he designed the first chapter in such a way that it was possible, albeit incredibly difficult, to beat without dashing once if you use those mechanics. Talk about giving the player the freedom to complete a level the way they want.

tilerh
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I love that they added climbing and exhaustion (instead of simply wall jumping as in the Pico-8 version) to get the feeling of struggle and relief after finding a safe ledge. I've never climbed a mountainside, but I've done some intense hikes and scrambles, and the game really captures the feelings of stress and elation I've experienced. (Summit downdraft and updraft, anyone?) I was sure that someone who designed the game had climbing experience!

nomukun
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this was already my favorite game ever by far, but watching this has given me an even greater appreciation for it. the absolute genius behind the level design is incredible, i love it so much

vorchitect
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Watched this talk before I played Celeste and then again after. Conclusion is reinforced, but still the same as before: Matt Thorson is brilliant.

GetDaved
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This game has become one of my all time favorites. Great talk

Dimipim