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Ross Wilding

Lead Level Designer, Squadron 42

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2020active
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2020 · 8
20202020

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And the area [the habitation section] is expandable as well, isn't it? You can add another one underneath if you had more need for habitation.

TL;DRYes, the habitation section can be extended quickly if more personnel are needed, and the team wants Squadron 42 locations to feel fully realised and explorable rather than just corridors to an objective.

Ross WildingLead Level Designer, Squadron 42

Yeah, it is. And again, that's the kind of idea of just drilling down into the functionality of these spaces, is that this is interchangeable, and if this space suddenly needed more personnel to come and work there, they could basically extend the size of this quite easily.

Nick ElmsCreative Director, Squadron 42

It's like everything is all fully realised, all the locations and things. They're not just a straight shooter map.

Ross WildingLead Level Designer, Squadron 42

Yeah, and this is one of the things that we're driving at, is that a lot of what we want to do in Squadron is have a lot of exploration and feel like you're basically behaving how you would behave in these locations, as opposed to just, this is a game, I'm obviously going to go in, kill some guys and get to the objective, I'm just going down a corridor, I'm looking for where the objective marker is taking me. We really wanted it so players can start to explore these spaces and see how people were living.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020

As you're blocking the spaces out, once you get to that rough state, are you actually going into an editor and running around in it to see how it feels as far as scale and distances and so on?

Ross WildingLead Level Designer, Squadron 42

Yes, so we're doing that all the time. Despite what we're saying, obviously function is a very important thing for us in these blockouts. Another aspect is obviously making sure that it still feels good to traverse and that we're sticking to all the metrics and stuff, because the last thing we want is to have it make lots of sense but then not be enjoyable. So it takes a lot of time to get that nice balance.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020

I guess another cog in that balance is that we have an idea of what the intended gameplay could be, but it's not always a straight line, so you also have to think about the layout and the design, what that gameplay means and the choices the player can make?

TL;DRThey say it is planned that AI reacts to stimuli like lights switching on, and that environments should be as interactive as possible, with physicalized objects usable to distract enemies or as cover.

Nick ElmsCreative Director, Squadron 42

Yeah, absolutely. And we've also got the stimulus that the AI here are going to react to as well. If you're in an area where there's no lights and you suddenly switch the lights on, then you could draw the attention of the AI. And all that kind of stuff is planned at this stage as well.

Ross WildingLead Level Designer, Squadron 42

Yeah, and that's something we can dig into in a little bit, where we basically talk about how we want as much of these environments to be interactive as possible. So we're basically going through them, and you see terminals and consoles. You should be able to interact with them and read the stuff in there, and a lot of the things are going to be physicalized in there, so you can pick them up, throw them around, move them about, do that sort of thing. And all those, again, will feed back into the sandbox environment. So if there's enemies in these spaces, you can actually use them to distract enemies or even use them as cover and that sort of thing.

Nick ElmsCreative Director, Squadron 42

Stealth kill and drag the body away so you don't get seen.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020

That would tell me that not all of those traversal points may be straight in the player's face, right?

Ross WildingLead Level Designer, Squadron 42

Exactly. So we do actually have some that are effectively our main route, or what we craft as what we call a golden path. But the idea being that there are lots of routes, and we like the idea that a lot of players won't even know some of these exist until you see a video online or someone accidentally stumbles across something. And that's what we want to put into these levels, as much variety and stuff that keeps you figuring out and learning new things as you're playing it. And again, giving more replay options.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020

When some of those decisions are made [to change a space from its blockout], I know it's an iterative process, but is it about getting in, reviewing and understanding what the main goals are, and looking at the architecture, the mood and the lighting all coming together?

TL;DRChanges to blockout spaces are driven partly by gameplay not working as hoped and partly by art reference showing a shape isn't believable, and the narrative reacts to how aggressively the player plays.

Ross WildingLead Level Designer, Squadron 42

Yeah, basically. I mean, that's a large combination of it. And in some cases, as I said, it's gameplay driven, and the fact that it's like, oh, well, this doesn't actually work for what we hoped, in which case we'll go in and we'll change it. And in other cases, it's just we've blocked something out, and again, when we're doing it very early on, the art guys have gone in there, and they've obviously got a lot more reference material and stuff. So there'll be some cases where a shape just doesn't quite work for a believable space. And in those cases, we basically say, OK, well, we need to change the layout a little bit to accommodate.

Nick ElmsCreative Director, Squadron 42

Narratively, we pretty much cater for what the player does as well. So if the player goes in there all guns blazing, then the whole base is going to be on alert. Maybe you get to pick up some bits of information here and there, especially if you're in a crawl space or something like that.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020

Is this all traversable by the player right now?

Ross WildingLead Level Designer, Squadron 42

Yeah, so like I said, this is obviously in the Editor. So if I hit Control-G, for example, I'm actually in game now.

Nick ElmsCreative Director, Squadron 42

You've switched the AI layer off so we're not in a world of chaos.

Ross WildingLead Level Designer, Squadron 42

Yeah, so right now, this is just as it's intended from a visual and artistic standpoint. Obviously, the level is fully traversable and doors all work and everything. But one of the things is that AI is obviously an ongoing process, and obviously, live demoing at this point, anything could happen. So we're just trying to save ourselves a little bit of pain right now from showing too much stuff, basically.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020

Could it ever get elevated, though? Zone 1 is trying to handle it, and then, just for proximity, could Zone 4 or Zone 3 join in if it gets to a certain amount of craziness, if it's really loud and stuff's blowing up, with those audible cues?

TL;DRStill experimenting: a struggling enemy might radio nearby zones for help, and some locations may have dropship reinforcements, though this is undecided for this location, and players will get systems to gain advantages.

Ross WildingLead Level Designer, Squadron 42

So that's something we're still experimenting with at the moment. But what might be nice, for example, is if, say, again, you're in here, you fight these guys, and they're down to the last man, and he's on his own, and he's struggling. Maybe he radios for support. And then in that case, we could say the nearest next zone, he's basically requesting help. And then something else, which we've not decided yet for this location, but something we may do in other locations, is if an enemy or a group of enemies are struggling, perhaps they call in dropship support, and then an extra wave of enemies could actually come to the location. And in that case, we can obviously make things more difficult for the player.

Nick ElmsCreative Director, Squadron 42

Could end up with enemies coming in from behind him that he thought he'd already dealt with.

Ross WildingLead Level Designer, Squadron 42

Exactly. And again, we're working on some of the systems at the moment, but there will be systems that also allow players to give themselves a little bit more of an advantage in tackling some of these situations as well.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020

How are you and the team feeling about it so far, about where it's been, how it's come and where you're at?

TL;DRRoss Wilding says the team is getting excited because they are past the early unknowns of blockout, the spaces are known, mechanics are coming online, and the art looks great.

Ross WildingLead Level Designer, Squadron 42

To be honest, at the moment, I feel like everyone's starting to get quite excited about everything, because in the past, when you're in blockout, especially when you're developing a new game, the tech is moving along with it at the same time. There's a lot of unknowns, and you're planning and setting things up with the assumption of how something's going to work. But we're past that first hurdle, and we're getting into the stage now where we know what the spaces are. We've obviously been developing them for a while. Now we know what the mechanics are, and they're starting to come online.

Nick ElmsCreative Director, Squadron 42

Plus, we've got some gorgeous art as well now to run around, which always really helps.

Ross WildingLead Level Designer, Squadron 42

I mean, the art is obviously stunning. And the thing I'm most grateful for in this video is I can take all the credit for the artwork that's been shown.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020

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