2011 GDC Talk Levelshop

Here is my talk at the Game Developer's Conference in San Francisco.

I developed the Levelshop tool during my time at Bioware. It was subsequently used at multiple Electronic Arts studios to help prototype several shipping games. While it ultimately didn't become a standard workflow, I'm pleased to present my work to the Game Dev community in this talk.

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Levelshop: From Grid Paper to Playable, Whiteboxes on Demand from 2d Drawings

I would like to thank Daniel Martin, Director of Programming, for securing me a speaker spot even after the submission deadline via a helpful email to Chris Hecker (my thanks to Chris as well). I also want to thank my users at Electronic Arts studios such as Maxis and Visceral, especially Dale Dowd, Thomas Vu, Stephen Douglass, and David Lee Swenson.

Special thanks go to Trent Oster for championing the initial development of Levelshop, and to Aaryn Flynn for later providing continued support for its use across Electronic Arts long after the "Revolver" project was cancelled.