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Ultimate Game Design : Building game worlds

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

312<br />

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

FIGURE D-3<br />

St. Bavokerk’s Chapel, Haarlem, by Pieter Saenredam<br />

(painting, 1635)<br />

Figure D-4 shows how easily a drawing might inspire prop design and prop detailing.<br />

Notice the chains and cantilevers near the upper left. A drawing like this might also<br />

influence staging (the relationships between props), overall scene setup, or prop<br />

placement specifics in a level section. You could easily refer to this image as reference<br />

in your level specifications for your design document.<br />

Figure D-5 might partially influence how you build and lay out bridge systems in<br />

your level, including the construction of staircases like the kind seen encircling the<br />

columns. Notice how the center of the composition focuses on two suspended-bridge<br />

pieces. This might even inspire some light puzzle solving. It might inspire one to make<br />

some interesting bridge and transit placements, or it might just influence simple lighting<br />

prop ideas like the overhanging lantern posted on the column.<br />

Figure D-6 demonstrates interesting alcove, tunnel, and bridge system reference<br />

material.<br />

Figure D-7 is another one of my favorites. There is plenty of obvious influence here<br />

with the sweeping arches, implied dramatic lighting, menacing wall-sculpture reliefs,<br />

and jutting bridge systems.

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