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Ultimate Game Design : Building game worlds

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86<br />

YOU<br />

now understand the development sequence from previsualization<br />

all the way up to starting to detail your levels and maps using<br />

lighting, texturing, particles, and audio. Different map/level/mission/world builders<br />

have different working styles and like to order their work in different ways. Your personal<br />

work style needs to mesh or meld with your team style. After all, to handle the<br />

complexity and scope of today’s <strong>game</strong>s, you are normally working with a team to<br />

build your <strong>game</strong>. Certain work elements that you depend on to complete your work<br />

as a team member may be ahead of or behind the overall development schedule.<br />

Usually, it’s the latter.<br />

You may find yourself waiting for tools to be built or technology decisions to be<br />

made. In such cases, a “dependency” exists—your own ability to do meaningful project<br />

work is dependent on another variable, factor, or resource issue. You should use<br />

this “dependency” time wisely, to further other team goals and solve or predict other<br />

problems. For example, you might use this time to extend the functionality and stability<br />

of your level or scripting software tools, or to document the tools you are currently<br />

using. Maybe the model exporter tool, used to bring models into the <strong>game</strong>, is<br />

not working correctly—don’t wait for a fix; move on to perfecting animations or<br />

making better textures.<br />

Personally, I concentrate first on functionality and flow. I ask myself, “Is this map<br />

starting to look like it lives up to our <strong>game</strong>play intentions in building it?” I don’t<br />

worry about lighting or texture details too much yet. That comes later. A large part of<br />

building maps and levels involves problem solving of the following form: “How will I<br />

accomplish this or that level goal?” Before you start to lock down more final lighting,<br />

texture, and particle details, try to work on making sure that the map or level operates<br />

mechanically.<br />

During the building phase, many new assets are coming your way—new character<br />

models, new props, new items, and so forth. A large part of the process at this point is<br />

building in these new parts of the <strong>game</strong>. There are often multiple refinement loops<br />

taking place simultaneously as the <strong>game</strong> begins to come together here.<br />

As stated in previous chapters, often you have to use placeholder graphics to stand<br />

in for <strong>game</strong> elements. For example, a cube becomes a placeholder for a fountain spitting<br />

acid. When you get final art (model and animation) for the fountain spitting<br />

acid, you replace the cube with this final art using file referencing. Again, you’re<br />

still trying to lock down the operational features of your <strong>game</strong> at this point. Part of

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