Whiteboard Step: Setting Design Goals for Siege The original vision of Siege was to create a game mode that offered shorter matches and less complexity than Conquest. As with the majority of my levels, I started my design process on my whiteboard and outlined features that were desired: matches should, on average, be 25-35 minutes have Read More
Category: SMITE
Evolution of SMITE Tutorial
The map design process at HiRez is pretty fluid and iterative, especially with Smite’s development. We’ve seen a lot of art and gameplay updates across the board, from UI to characters to the maps themselves. The game has morphed and evolved into the product played today, which means the tutorial requirements change as well. Evolution of the Read More
Assault
The development of this map began when many of our streamers started making rules and hosting “All Random, All Mid” matches using Smite’s regular Conquest map. This player-driven mode had a few simple rules: players could only travel the center lane- no jungle or side lanes; once a player left the spawn area, then the Read More
Jungle Practice Map
This practice mode for SMITE allows player to try item builds and practice abilities- either solo or with a team- against the enemies found in the Conquest game mode. This includes a number of buff camps, practice minion waves, and enemy AI gods. Similar to how the Tutorial was developed, I used a radial plan Read More
Old SMITE Tutorial
**Update** Smite goes through many iterative changes and revisions.One of these changes was to redo the tutorial to again be more specific to our Conquest gametype, to better introduce new players to the MOBA genre. I will be updating my blog here soon to detail the new tutorial, and review some of the changes that Read More
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