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Ultimate Game Design : Building game worlds

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as the wrapper on a paint can. It covers the surface of the cylindrical paint can with<br />

visual materials information.<br />

We need to make a preliminary texture list for our cathedral example. A quick<br />

look at the textures we might want for this area include the following:<br />

� Stained glass windows<br />

� Stone floor 1 and stone floor 2<br />

� Carpeted floor<br />

� Turret steps<br />

� Wall 1 and wall 2<br />

� Turret wall 1 and turret wall 2<br />

� Turret wall trim border<br />

� Door 1 and door 2<br />

� Altar covering<br />

� Organ covering<br />

� Organ bench<br />

� Wooden pews<br />

� Decorative columns<br />

These should suffice as a first-pass listing. It’s important to think of these textures<br />

in terms of how they support and define the visual look and feel you’re trying to create<br />

or replicate. Make sure you have as much relevant reference material as you can<br />

gather. “It’s bumpy” or “It’s rusty” is not entirely helpful. In what way is it bumpy?<br />

What kind of rust? A visual reference is worth 1000 words. Be prepared to show your<br />

texture artist photographic or illustrative samples. This is why the previsualization<br />

phase, and the organization of this visual data, can be a helpful team time-saver.<br />

Props<br />

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

Props are 3-D models of objects that litter or populate a 3-D environment. Each of<br />

the physical objects you find around you in an environment are potential props in our<br />

created environments. Tables, chairs, phone booths, trashcans, and street lamps are<br />

all examples of props. We need to model these and include them in our environments.<br />

Again, this is where setting a visual style in a previsualization sequence is so important.<br />

We’re not just making any street lamp; it has to be a street lamp that complements<br />

and supports the visual style we are working in or working for. A street lamp in<br />

15<br />

Previsualization

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