BioFiles

GA-RPG has opened up a new column from the design house that we’ve all come to love, BioWare. The column will be known as The BioFiles, and it will focus on design philosophies, game ideas, and behind the scenes stories from the Baldur’s Gate series, Neverwinter Nights, Star Wars and any future projects. Here’s an excerpt from the first week:


    Making a Level for Baldur’s Gate 2

    There are 10 steps in creating a level for the Infinity engine here at BioWare. These steps are listed below:

    1.) Brainstorm for ideas.
    2.) Draw a map.
    3.) Write up scripting document.
    4.) Concept art drawn.
    5.) In game art produced.
    6.) Dialogue written.
    7.) Height, luminosity and search maps created for level.
    8.) Level implemented.
    9.) Level tested. Tweaks done to level.
    10.) Bugs fixed.

    For the purposes of this article, I’m only going to focus on stage 1, 2, 3 and 9. These are the stages where the design of the level is decided.

I know, I know. You’re as interested as I am, aren’t you? Check out the rest by clicking here.

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