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Session Name:

You Say You Want a Shooter R(evolution)

Overview:

Brink’s game design vision was focused on 4 “pillars”:

  1. Team and Objective Based Gameplay
  2. “Mingleplayer” (identical singleplayer, co-op and multiplayer modes)
  3. Character Customization and Persistent Leveling
  4. SMART (Smooth Movement Across Random Terrain, our “free-running” system).

This session will examine how these design innovations ultimately manifested in the level design processes, and how the in-game implementations often provided an impetus for the overall design to evolve throughout Brink's production.

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  • GDC Europe 2011
  • Neil Alphonso
  • Splash Damage
  • free content
  • Game Design
  • Design