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Ultimate Game Design : Building game worlds

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C H A P T E R 1<br />

INTRODUCING THE PREVISUALIZATION<br />

PROCESS<br />

It helps to know where you’re going before you get there, so that you can be prepared.<br />

Tropical jungle? Bring the bug spray. Exotic island? Bring the suntan lotion<br />

and spear-fishing gear. Similarly, when you are developing a <strong>game</strong>, title planning and<br />

attempting to predict trouble spots are critical to successful execution. Thus, most<br />

<strong>game</strong> titles, in the early days of production, go through a quick series of<br />

previsualization passes, the goal of which is to lock down a visual style—even if<br />

you’re building the next frantic puzzle <strong>game</strong> based on alien octopus larvae marbles!<br />

What do alien octopus larvae marbles look like? Can somebody show me? Is there a<br />

museum? Is it open? Some development teams keep this process informal, while others<br />

take it very seriously. Whether you’re building the next fighter, shooter, or environmental<br />

action <strong>game</strong>, you need a visual roadmap.<br />

The real point of previsualization is to help take your <strong>game</strong> vision in an<br />

agreed-upon direction and to create a visual or stylistic reference point; a visual anchor,<br />

so to speak. Of course, deviations from this reference or anchor point can be<br />

made. The visual style can and will evolve over the development cycle. It might evolve<br />

slightly. It might change dramatically. Previsualization simply creates a useful starting<br />

point for everyone involved in the project.<br />

Next, as we look at the previsualization process itself, we’ll examine the following:<br />

� Utilizing concept and reference drawings<br />

� Implementing basic level architecture and environmental design. (A level is<br />

a self-contained section of the <strong>game</strong> experience with its own beginning and<br />

end. Most <strong>game</strong>s feature many levels that must be completed in order to<br />

finish the <strong>game</strong> as a whole.)<br />

� Doing concept work on paper and building topographic reference maps<br />

� Making simple asset breakdowns from your design<br />

S TEP-BY-STEP PREVISUALIZATION<br />

Since most <strong>game</strong> development cycles rarely allow for lengthy preproduction cycles,<br />

developers often face the challenge of delivering creative and technical design documentation<br />

rapidly. Any previsualization work that can be accomplished under tight<br />

time constraints will normally be done as the overall project details settle into place.<br />

Previsualization will happen during a small slice of time while a <strong>game</strong> title ramps up<br />

toward full production.<br />

3<br />

Previsualization

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