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Ultimate Game Design : Building game worlds

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substantial reference points. Not all of them are visual. Some are conceptual. Some<br />

are concrete <strong>game</strong> devices that have worked to great effect in other <strong>game</strong>s.<br />

As an example of a drawing that could be used as reference material, consider Figure<br />

1-1, which shows The Mole of Hadrian (from “Antichita Romane”) by Giovanni<br />

Piranesi (1720-1778). Hopefully, you can see immediately how such a drawing could<br />

influence environmental construction, mood, texturing, and lighting. Not bad for<br />

one drawing. You wouldn’t necessarily try to replicate the look and feel of the drawing—although<br />

you might be tempted. Better still, it would stand as a great reference<br />

point and starting point for developing the visual style for the parts or whole of a<br />

<strong>game</strong>—a springboard for visual ideas with a common starting point. This is the critical<br />

point in using environmental references and sketches to support your regularly<br />

rushed previsualization phase.<br />

Architecture for <strong>Game</strong> Levels<br />

<strong>Game</strong> <strong>worlds</strong> offer definite freedom in architecture. It is a “controlled” kind of freedom<br />

because as you are building up <strong>game</strong> environments, you must constantly weigh<br />

options and make trade-offs. For example, you might want certain physical features<br />

and complexities that would look wonderful to the player, but those same features<br />

FIGURE 1-1<br />

Piranesi’s The Mole of Hadrian<br />

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

5<br />

Previsualization

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