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Ultimate Game Design : Building game worlds

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

PAPER-BASED LEVEL BLOCKING<br />

Every map, level, arena—in short, every <strong>game</strong> environment—should still begin on<br />

paper. There are a couple of reasons for this. First, it’s just plain easier to edit, update,<br />

and try out ideas. Second, it can save large amounts of time and money spent on<br />

wasted resources. You can play around with spacing, room flow, and the logic of the<br />

level very easily. I’ve found that huge dry-erase whiteboards are very helpful. They<br />

are great for team brainstorming sessions, from which useful notes and ideas can be<br />

quickly gleaned. Paper-based level blocking is also great for discussing and making<br />

quick changes to level flow ideas, boundaries, prop placement ideas, and segue areas<br />

planned for your level.<br />

Quick Topographic Maps<br />

Yes, we live in a world of amazing editors and 3-D packages—each with its own subtle<br />

and frustrating nuances—but many “concepts” can be tested faster and easier on<br />

paper than by using any other medium. You can more easily identify flaws in logic,<br />

build out transition spaces, and test your ideas, and really get a more solid grasp on<br />

the global view for your level. Also, it’s important to start thinking modularly, which<br />

means planning how to build up your level out of simple, adjoining, and reusable<br />

components. It’s like building up a level with a toy construction kit out of several<br />

pieces joined together in a meaningful way.<br />

Okay, you have your graph paper, now what? Generally, you want a nice topographic<br />

or overview-style map. Figure 1-4 is an example of what a section of your<br />

map might look like. I like to draw it out on paper or whiteboard, clean up the notes,<br />

and build a quick and clean version using the Microsoft Visio software application.<br />

The small level section illustrated in Figure 1-4 might be a cathedral area for part<br />

of your level. The circles represent cathedral turrets or towers. The smaller circles are<br />

simply columns. You can use a legend that identifies what each element on your topographic<br />

map corresponds to, such as in this legend for Figure 1-4:<br />

� T Towers or turrets<br />

� C Columns<br />

� P Pews<br />

� O Pipe organ<br />

� OB Organ bench<br />

� A Altar<br />

Now we have a basic positioning layout (not to scale, of course) and legend system.<br />

Keep in mind that a topographic sample like this is only a reference point, a way to start<br />

off on the often long road to a complete level. Now let’s take an introductory look at<br />

how we begin to detail our level using textures, props, effects, and scripted events.<br />

13<br />

Previsualization

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