
A game studio known for story-driven RPGs like Mass Effect.
BioWare planned each Mass Effect 3 Tuchanka level section around a target emotion, using emotion and intensity charts, then had playtesters rate how intense each area felt. Testing showed catacomb enemies made torchlit fights too intense, so monsters were cut and a friendly bomber cutscene added to raise hope. Lesson: set an intended feeling for each stage, test it with real users, and cut content that breaks it.
From Dave Feltham on Mass Effect 3's Tuchanka level
BioWare planned each level section around a theme and a target emotion. On the Tuchanka level of Mass Effect 3, Dave Feltham used emotion charts. A big convoy and lazing Krogan gave confidence, flames gave chaos, murals gave mystery, and the city reveal gave awe.
The team broke the level into sections, picked a theme for each, decided the emotion, and only then used environment design to evoke it. Contrast between sections, like dark catacombs into an open city, strengthens the reveal.
BioWare checked intended intensity against playtesters and cut content that broke the emotion. The team charted intensity, with low points for story beats and high points for combat, then had playtesters rate how intense each area felt. In the Mass Effect 3 catacombs, enemies made the torchlit fights too intense, so the monsters were scrapped.
A cutscene of friendly bombers was added to raise hope. Where the chart and the playtester ratings disagreed, the level was changed.
It plans the emotion of each level section with emotion and intensity charts, then has playtesters rate how intense each area feels.
BioWare planned each level section around a theme and a target emotion. On the Tuchanka level of Mass Effect 3, Dave Feltham used emotion charts. A big convoy and lazing Krogan gave confidence, flames gave chaos, murals gave mystery, and the city reveal gave awe.
The team broke the level into sections, picked a theme for each, decided the emotion, and only then used environment design to evoke it. Contrast between sections, like dark catacombs into an open city, strengthens the reveal.
BioWare checked intended intensity against playtesters and cut content that broke the emotion. The team charted intensity, with low points for story beats and high points for combat, then had playtesters rate how intense each area felt. In the Mass Effect 3 catacombs, enemies made the torchlit fights too intense, so the monsters were scrapped.
A cutscene of friendly bombers was added to raise hope. Where the chart and the playtester ratings disagreed, the level was changed.
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