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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

4<br />

U L T I M A T E G A M E D E S I G N<br />

For many <strong>game</strong> developers, having the time to do aggressive previsualization is a<br />

luxury. Yet, those who scramble together the time to do some previsualization often<br />

save substantial amounts of time over the course of development. If a team is forced<br />

in midproduction to determine many of the visual formatting details that might have<br />

been resolved in a previsualization sequence, progress may be stalled and precious resources<br />

may be wasted.<br />

In what follows, we’ll walk through the process of completing a basic<br />

previsualization sequence, culminating in the construction of a “cursed cathedral” as<br />

our example.<br />

Utilizing Environmental References and Sketches<br />

Every <strong>game</strong> has an environmental setting—a physical location created to “host”<br />

<strong>game</strong>play. We’re not just creating floor plans for a retirement village (that’s a side<br />

project). We’re hosting <strong>game</strong>play! Whether you’re trying to simulate the atmosphere<br />

of a Western casino, a colorful and sugary cartoon world, or the burned-out remnants<br />

of a mining tunnel system on a distant star (or maybe all three at once—yikes!),<br />

the environment will in large part help define and dictate the mood. Mood forms a<br />

part of the player’s emotional connection to the <strong>game</strong>. <strong>Game</strong>play mechanics and<br />

<strong>game</strong>play devices are what keep the player engaged, active, and excited, which supports<br />

a mood-driven or emotional experience. If you don’t engage a player’s emotions,<br />

the player will have a flat, nondynamic experience. Most of the <strong>game</strong>s that we<br />

all love to play seem to blend mood and <strong>game</strong> mechanics seamlessly. You can’t tell<br />

where one stops and the other begins. If you’re not screaming at the monitor or television,<br />

whoever created that <strong>game</strong> might not get to make another <strong>game</strong>.<br />

Simply put, the environment should support and complement <strong>game</strong>play—not detract<br />

from it. Environments, by their very visual style, can shift or alter the mood substantially.<br />

Warm and happy might describe the mood generated by a well-crafted<br />

Sugar World. Dark, anxious, and brooding might be the mood generated by your<br />

own private Apocalypse World. Thus, when trying to set the visual style for an environment,<br />

it’s often very helpful to use plenty of reference material, such as photographs,<br />

drawings, illustrations, and pictures that help influence a visual or stylistic<br />

direction. This point may seem obvious, but it’s sometimes forgotten in the fray of<br />

development. Reference material gives a team something concrete to talk about. Suggesting<br />

that a <strong>game</strong> should look like Blade Runner is useful at a conceptual level, and<br />

suggests a certain style, but really doesn’t help lock down the messy details. What<br />

does a pay phone/telecom unit look like in the Blade Runner world? Inquiring minds<br />

want to know—especially when it’s due on tomorrow’s schedule.<br />

The basic point is that providing adequate visual reference is always helpful to artists<br />

and designers and is usually very helpful to the development team when establishing<br />

a reference point. Many aspects of <strong>game</strong> development begin with useful and

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